Solution »Use the Geometry shader to cull and extract decal geometry From mesh vertex buffers in GPU RAM »Stream out the decal geometry to a vertex ri
{"Image DocumentName": "Solution Use the Geometry shader to cull and extract decal geometry", "Image ImageDescription": "From mesh vertex buffers in GPU RAM. Stream out the decal geometry to a vertex ring buffer. Use clip planes to clip the decals when drawing. Technically clip planes doesn\u2019t exist anymore, but the same functionality can be used with clip distances. Will discard pixels during rasterization. Keep a cpu-representation of index ranges and transforms for culling and proximity queries.", "Image XResolution": "37", "Image YResolution": "37", "Image ResolutionUnit": "Pixels/Centimeter", "Image Software": "SlidePlayer", "Image YCbCrPositioning": "Centered"}