I’d do filtering with a geometry shader to append only triangles around the character, select the character’s closest triangle from its streamout with a compute shader and readback that triangle’s positions and normals to do the remaining math on cpu.
@microdee this is how i would have imagined it to work! of course not really sure how to go about the details… This would be the solution if i wanted a freely walking third person camera. Not sure which direction this is going yet.
everyoneishappy’s solutions is very interesting aswell, the force separation of camera/character interaction seems like a cool Core Gameplay/interaction mechanic. It also seems very Touchscreen friendly.
The interactions im going for are, Object exploration (antman perspective) and creating landmarks on objects easily. A mixture of both ( map + view ) seems interesting aswell.
Are there any Geometry Shader / compute shader examples i can explore? Still pretty lost on this topic
Is it possible what follows?
Considering the character position as a point, it should be then possible to calculate if that point lies on a plane\polygon. Once you have the polygon you have also its normal.
I understand though this is CPU job - or DX11 instead gives us this chance?
One should also think about a nice interpolation between different polygon normals\angles: it would be probably useful to know also the surrounding polygons…
It is also possible to consider a simplified mesh as track, unless obviously it is needed a perfect correspondence.