Created a shader that "chonkifies" geometry. Came up with a tighter way to extend vertices in screen space with no overdraw per source triangle.
Going to use this for physics and have each pixel be its own little spherecast.
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29.03.2025 05:24
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Making sure the edge quads cover everything within a radius from each triangle by letting them extend and overlap at the corners.
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22.03.2025 00:58
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Attempting to implement something similar to conservative rasterization in a shader.
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21.03.2025 08:59
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