How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.
How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.
How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.
How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.
How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.
How to optimize a Metal Vertex/Fragment shader that uses `.lineStrip` causing a high pixel overdraw?
I wrote a metal shader that draws around 512K vertices using the .lineStrip
primitive with .isBlendEnabled
set to true and using an .add
blend operation to get an accumulation effect “for free”.