|
What exactly do geometry shaders do? I've read they work on more than one triangle at a time, and they can create vertices, but what kind of effects do they allow for? Procedural generation of geometry? Some kind of truform function that rounds out rough...
Started by Mat3 on
, 11 posts
by 8 people.
Answer Snippets (Read the full thread at beyond3d):
During particle rendering, geometry shader expands the quads around the particle vertices (four://msdn.microsoft.com/en-us/libr...23(VS.85).aspx
The geometry-shader stage processes entire or an additional two vertices....
To back).
|
|
Hi all,
I have successfully calculated the per-triangle normal and it looks pretty bad. Now I am looking on how to calculate per-vtx normals in the geometry shader. Is it even possible? If so how do i get the adjacency in the geometry shader when my vertex...
Started by mobeen on
, 7 posts
by 3 people.
Answer Snippets (Read the full thread at opengl):
The per-vertex normals in the geometry shader so that I donot have to transfer data to CPU 5th Ed, Chapter 11 - Advanced Shader Usage, New Primitive Types Introduced by the Geometry Shader, pgSome background would be....
|
|
What is Vertex and Pixel shaders?
What is the difference between them? Which one is the best?
Thanks!
Started by Paulo on
, 5 posts
by 5 people.
Answer Snippets (Read the full thread at stackoverflow):
In rendering pipeline order -
Geometry Shader - Takes a primitive shape (pointA Pixel Shader is a GPU (Graphic Processing Unit) component that can be programmed to operate on a per pixel basis and take....
Shader as a third type.
|
Ask your Facebook Friends
|
Hopefully this is an easy question. I like things being organised, so I would like to have two pixel shaders; the first doing one thing, and then the next doing something else. Is this possible, or do I have to pack everything into the one shader? Thanks...
Started by harry on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
They can't run at the same time, but you are free to use different shaders for different geometry calls from the main entrypoint to functions that are implemented in the various shader objects live in different shader objects....
|
|
On Fri, 18 Dec 2009 16:11:45 +0100, keith <johndoe64738@yahoo.com
I have difficulty understanding how a vertex and geometry shader
interact. Does a geometry shader get the out variables of the vertex
shader? Can both a geometry and fragment shader...
Started by keith on
, 3 posts
by 2 people.
Answer Snippets (Read the full thread at omgili):
Http then correct?
vertex shader - ....
--
<\___// O O \
\_____/ FTB.
The geometry shader can pass values via (eg.) texture coordintes.
They're completely separated.
Keith <johndoe64...@yahoo.com
They don't.
|
|
I'm currently using a VBO for the texture coordinates, normals and the vertices of a (3DS) model I'm drawing with "glDrawArrays(GL_TRIANGLES, ...);". For debugging I want to (temporarily) show the normals when drawing my model. Do I have to use immediate...
Started by geowar on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
NoteIt'....
A vertex shader is not about creating geometry, it is about doing per as a geometry shader , that allows to output arbitrary geometry count/topology out of a shader.
Lines from a vertex shader.
|
|
Hi I am writing 3D modeling app and I want to speed up rendering in OpenGL. Currently I use glBegin/glEnd which is really slow and deprecated way. I need to draw very fast flat shaded models. I generate normals on CPU every single frame. This is very ...
Started by Filip Kunc on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
I cache whole geometry into separate problem to smoothing groups in....
And to have that I wanted but in real world it is better than previous approaches .
You wouldn't usually calculate the normals every frame, only when the geometry changes.
|
|
From this site: http://www.toymaker.info/Games/html/vertex%5Fshaders.html
We have the following code snippet:
// transformations provided by the app, constant Uniform data float4x4 matWorldViewProj: WORLDVIEWPROJECTION; // the format of our vertex data...
Started by meds on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
The clipping stage essentially discards any point in a primitive that is outside .
After you output from the vertex shader than DirectX performs a perspective divide by dividing by w to the geometry.
|
|
On Wed, 25 Feb 2009 00:08:58 -0800 (PST), brendrch <info@cadmai.com
Hello,
I have created an application which uses GLSL shadered objects in MS
Windows.
The application works fine when the rendering is done in a graphic
windows.
The task is to ...
Started by brendrch on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at omgili):
Well, yes, since it's not supported....
DON'T USE
IT.
On Wed, 25 Feb 2009 09:42:00 +0100, Wolfgang Draxinger <wdraxinger@darkstargames.de
Creating an OpenGL context on a MemDC will result in only the
stale OpenGL 1.1 software implementation to kick in .
|
|
This is something I've been looking into for while, but I have yet to find any concrete information or good examples. I have, say, a bunch of unconnected objects (triangle strips for instance). What is the efficient way to render these?
I've heard about...
Started by Menno on
, 3 posts
by 3 people.
Answer Snippets (Read the full thread at stackoverflow):
Note that performance might drop if your data changes each frame, since you then need to update the relevant portions of the data, which means copy them to the graphics card's... .
Look into glDrawElements() , it is one good way of achieving what you want .
|