I have a large 2D Triangle(not Triangle Strip) mesh with about 2+ million polygons. Many of these polygons are redundant which can be determined using one of the attribute variables in vertex shader. But since discarding a vertex in vertex shader is not possible. I am exploring the idea of discarding primitives in Geometry shader as an optimization. It is guaranteed that all three vertices of this primitive will have same attribute value.
I have a few doubts here
- Will this really optimize rendering in terms of speed and GPU memory?
- Is this even possible in geometry shader and are geometry shaders are suitable for this?