Coding jam: Pixel-perfect spheres without high-res geometry

Wasn’t the context this topic? :smile:

The technique itself is a little case depended and without more expensive raymarching on distance field based data restricted to basic shapes. Another issue comes with depth like in your demo with very dense distributed shapes, without altering depth they won’t naturally intersect with each other in the depth buffer.

For the API i would recommend just transforming the inputs to work like actual geometries like i mentioned there:

I’d give more feedback but im sick and my cough makes typing be like typing in a launching space rocket. :face_with_thermometer:

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