1

In unity I'm constructing a mesh on the GPU. Currently, I have to write the vertices / indices back to the CPU before setting them again in the mesh. This is very inefficient and takes about 90% of the total processing time.

Is there a way to take a pre-filled AppendStructuredBuffer of triangles and set those values directly on the GPU rather than writing the values back to the CPU?

Thank you

0

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service and acknowledge you have read our privacy policy.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.