108197 [360p × 2K]

Working on indirect rendering? Discussion on the Khronos forums has a great breakdown on calculating new transforms in a compute shader and sending them directly to the vertex shader.

Referencing a technical discussion on the Khronos Forums (ID 108197 ) about using Compute Shaders for indirect rendering [16]. 108197

This workflow is a game-changer for performance when drawing massive amounts of geometry without CPU bottlenecks. Check the thread if you're hitting sync issues! #Vulkan #OpenGL #GraphicsProgramming #GameDev Working on indirect rendering

If you're building your own pack and wondering how to handle the bottom panel, stop guessing. Based on the deep-dive in thread , here’s the consensus: here’s the consensus: