A geometry shader creates a list of vertices from a given set of input vertices in the rendering pipeline.
2
votes
1answer
75 views
How do we apply different textures to different faces generated via geometry shader?
I am trying to render a cube by starting of with one vertex into the shader, then geometry shader to expand into a cube, and then apply a different texture to each side. The part I am facing the issue ...
2
votes
3answers
174 views
How can I draw a quad in wireframe with modern OpenGL, without rendering the interior bisecting edge?
I want to draw a quad (not two triangles). I actually know that triangles are faster, as I answered this question.
But let's say I am building a 3D modeling tool. It makes sense to draw a quad for ...
1
vote
0answers
148 views
Geometry shader and triangle adjacency
I'm currently trying to change my project to use GL_TRIANGLE_ADJACENCY instead of GL_TRIANGLES.
Following this question, I have managed to construct my index buffer fine, but when it comes to the ...
2
votes
1answer
277 views
How do you add rotation to particles?
Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
2
votes
1answer
153 views
Geometry shaders on Surface RT
Can anyone tell me if geometry shaders are supported on the Microsoft Surface RT? On one hand, MSDN makes it sound like the Surface RT supports only feature level 9_1, and geometry shaders are only ...
0
votes
1answer
1k views
Simple pass-through geometry shader with normal and color
I've written a very simple pass-through geometry shader. My input and output primitives are points. I also want to forward the color and normal from vertex shader to fragment shader through geometry ...
3
votes
1answer
125 views
Queries regarding Geometry Shaders
I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension.
My code goes like :
GLfloat vertices[] =
{
0.5,0.25,1.0,
0.5,0.75,1.0,
-0.5,0.75,1.0,
...
11
votes
1answer
772 views
Toon/cel shading with variable line width?
I see a few broad approaches out there to doing cel shading:
Duplication & enlargement of model with flipped normals (not an option for me)
Sobel filter / fragment shader approaches to edge ...
5
votes
2answers
512 views
Geometry shader for multiple primitives
How can I create a geometry shader that can handle multiple primitives? For example when creating a geometry shader for triangles, I define a layout like so:
layout(triangles) in;
...
-1
votes
1answer
538 views
Vertex shader are evil for performance?
I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image.
The problem is that my project ...
0
votes
1answer
182 views
Why does setting a geometry shader cause my sprites to vanish?
My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results.
But then when I get back to ...
2
votes
1answer
276 views
Geometry shader questions?
I had some questions on geometry shaders.
Do directx geometry shaders offer anything over the opengl ones?
What advantages does the official geometry shader implementation on opengl 3.2 have over ...
2
votes
0answers
473 views
Geometry Shader and Stream Output with Directx11
I am having trouble trying to send verticies generated in the Geometry Shader to Stream Output. What I am trying to accomplish is to generate verticies from the Geometry Shader and store them to a ...
4
votes
1answer
336 views
Running geometry shader only once
(Unfortunately couldn't find the answer myself)
Does a neat way to cache the geometry shader results in Direct3D10 or OpenGL exist? (preferably Direct3D10).
I'm building my geometry based on texture ...
2
votes
2answers
527 views
How do I keep a triangle strip between geometry shader invocations?
I'm using a small geometry shader to build a "ribbon" from a set of points. For each point, I create 4 vertices that represent a section of the ribbon:
[maxvertexcount(4)]
void GS( point GS_Input ...