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Question by elyshaff · Nov 10, 2019 at 02:10 PM · meshoptimizationcompute shader

Create Mesh from Triangle Data Created on ComputeShader

Hi!

I have recently finished working on a terrain generation system that utilizes the GPU to generate the noise for the terrain and calculate the vertices and triangles of each terrain chunk.

After I got it fully working, I have been trying to optimize it as best as I can, and I noticed that calling ComputeBuffer.GetData() on a buffer with a large amount of data stored in it can be very costly.
One such buffer is the buffer that stores the triangulation data of the mesh of a terrain chunk, which is later used to create the actual mesh for the terrain chunk GameObject in the scene.

So my question is this: is there a way to skip getting the data from the GPU back to the CPU to generate the mesh? i.e is there a way to generate the mesh for a GameObject in the scene straight from the ComputeShader I use to generate the triangles in the first place?

Thank you!

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