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Discussions about geometry shader

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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 on , 11 posts by 8 people.  
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).
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 on , 3 posts by 3 people.  
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....
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 on , 3 posts by 3 people.  
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.
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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 on , 4 posts by 4 people.  
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 on , 4 posts by 4 people.  
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.
Is there a way to process the data from the stream output stage with a compute shader? Untill now I couldn't find one. Is this a black spot in the API?
Started by on , 14 posts by 4 people.  
A pixel shader 1:1 with the geometry shader (and try to avoid the rasterizer as much as possible) soYou can't use DrawAuto, but you can consume streamout data with a compute shader if you know how...-indirect.html As far as....
Why is it when I batch render my scene the use background shader renders out as white geometry?
Started by on , 6 posts by 2 people.  
Environment, if it is white then your background shader will turn out white too, the same as your the prefs within your documents folder then run maya again, then test the same shader with a simple plane.
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 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 shader editor is based on a flow graph principle like tools of other engines; it can be added to any Source mod which is based on the 2007 or Swarm SDK. Any shaders created in the editor will be compiled at runtime and can be applied to the world...
Started by on , 15 posts by 4 people.  
Did you hit 'shader - Full compile' first the viewmodel texture....
Also I can't apply shaders on models and other world geometry, even and other world geometry, even with motion blur enabled.
With the shader on top of it.
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