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Tutorial 8: Shader Sine Wave Calculations

The sine wave calculations can be performed in the vertex shader on the GPU ratther than on the CPU. This should mean that an animated sine wave, where every coordinate changes every frame, is much faster. For a static sine wave, i.e. static geometry the performance implications are not as obvious, as although the grid is static, the sine wave calculations are being performed every frame - but on the GPU rather than the CPU.