Ido-f
Member
Let's say I want to draw a line from point A to point B, but instead of being a straight line I want it to follow some kind of a curve.
I want this line to be dynamic, both in the start & end points and in the curve parameters.
What is a good way of achieving this?
Edit: I remember seeing a unity streamer using a vertex buffer with tangent data for each vertex and somehow worked with that.
But even with that data on the vertices, how would I communicate the fragment shader what curve the fragment positions should be interpolated by, instead of producing the regular linear interpolation resulting in a straight line?
I want this line to be dynamic, both in the start & end points and in the curve parameters.
What is a good way of achieving this?
Edit: I remember seeing a unity streamer using a vertex buffer with tangent data for each vertex and somehow worked with that.
But even with that data on the vertices, how would I communicate the fragment shader what curve the fragment positions should be interpolated by, instead of producing the regular linear interpolation resulting in a straight line?
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