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Sign upSupport arbitrary clip/transform stacks #154
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I think we won't need heterogeneous clip/transform stacks per se if we just have a list of clip quads (or parallelograms? maybe not in 3D) transformed into world space. |
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I suppose #498 covers that. Please feel free to re-open. |
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The idea here is to have a compressed matrix/transform palette and clip out in the fragment shader. This is somewhat slow in that it could have a lot of unnecessary FS invocations, but it's on-GPU instead of on-CPU and doesn't mandate batch breaks unlike stencil-based solutions, and that seems like a win. The common cases are handled in the VS, so this should only happen in uncommon situations.