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	<title>Gamer24H | Sam Edwards | Activity</title>
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	<lastBuildDate>Sat, 24 Oct 2026 17:47:31 +0000</lastBuildDate>
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				<title>Sam Edwards replied to the topic Minecraft - Redstone, Shaders &#038; Technical Builds in the forum Members</title>
				<link>https://gamer24h.com/forum/topic/mesh-shaders-and-primitive-shaders-replacing-fixed-function-vertex-pipelines-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Wed, 21 Oct 2026 12:41:35 +0000</pubDate>

									<content:encoded><![CDATA[<p>Alright guys, well I never expected this to end the way it did. After three pages of you lot going deep on mesh shader task/specializer stages, persistent primitives, and the whole fixed-function pipeline death match, my stuttering framedrops during&hellip;</p>
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				<title>Sam Edwards started the topic Mesh Shaders and Primitive Shaders: Replacing Fixed-Function Vertex Pipelines: Advanced Implementation and Real-World Architecture in the forum Minecraft - Redstone, Shaders &#038; Technical Builds</title>
				<link>https://gamer24h.com/forum/topic/mesh-shaders-and-primitive-shaders-replacing-fixed-function-vertex-pipelines-advanced-implementation-and-real-world-architecture/</link>
				<pubDate>Wed, 14 Oct 2026 15:29:36 +0000</pubDate>

									<content:encoded><![CDATA[<p>Been pushing mesh shaders heavily in my engine&#8217;s forward+ renderer, and I&#8217;m hitting some real questions about the fixed-function pipeline death. Everyone talks about geometry amplification and compute-style flexibility, but the practical&hellip;</p>
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