Compute + Geometry Shaders

Point was not to use full screen quads ever but replace those with fullscreen triangles.

isn’t GL_POINT rendering limited to size ?

real point-sprites using gl_PointSize is only limited to square-shapes, not size, so picking GS for rectangular billboards is fine.

edit

same applies to GL_LINES, while width is limited too, GS rendering allows proper scaling.

Right, I misunderstood you. Switched to fullscreen triangles in WeShallWake. No performance impact whatsoever on my Nvidia GTX 770, most likely since Nvidia has better shader utilization (AFAIK they don’t run shaders in 8x8 blocks of pixels, so they can handle triangle edges and small triangles better). I’m keeping the change as it might improve performance marginally for AMD GPUs though.

Well my question has been hijacked :stuck_out_tongue:

totally