We’re going to see two very simple uses of the geometry shader stage in GLSL: a pass-through GS (part 1) and a geometry doubler (part 2). If your engine already supports vertex and pixel shaders, adding the support of geometry shaders in OpenGL is a simple formality: Geometry shaders are a feature of OpenGL 3.2. The geometry shader acts on a complete primitive (triangle or line): it can modify existing primitives, it can insert (create) new primitives, it can remove (destroy) existing primitives. The geometry shader is the latest stage of the 3D pipeline that can manipulate geometry. The geometry shader (or GS) stage is located after the vertex shader (or tessellation if used) one and before the rasterizer and pixel shader ones (check out this article for more details).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |