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Because not everything in the scene is static and the entire rest of the pipeline works with triangles.


I'm not convinced, because mixing ray-marched and triangulated geometry is quite doable. If you've already computed a ray intersection, generating a triangle and putting a burden on vertex processing makes little sense if the geometry is static. If you wanted it to be deformable, then yes you may want to use a vertex shader. But in this demo, none of the high resolution geometries are deformable AFAICT.




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