Geometry Shader: Numbers of verts out

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-1 comments, last by noodleBowl 9 years ago

I was wondering if anyone could help me out with a minor issue I'm having

Currently I have a geometry shader that is used to determine which GL_POINTS to discard. This geometry shader also generates new vertices.

But my issue comes in where I need to generate more GL_POINTS then the max_vertices is set for. EG max_vertices is 30 but I need to generate 41 vertices.

If the max_vertices is hit during the run of a geometry shader, it wont emit any more vertices and just cut out, so to get around this I create "generators" based on the number of vertices I need.

Unfortunately this is where my real problem lies. Using the above example, I want to generate 41 vertices, but I can only do 30 for each run of the geometry shader. So I create the "generators" using the formula:


"generators" = ceiling(generationCount / max_vertices)
"generators" = ceiling(41 / 30)
"generators" = ceiling(1.36)
"generators" = 2

Now, this is where I am kind of at a loss. I need 2 "generators" to get that many GL_POINTS out, but I do not know how to split them up evening in a way where the first "generator" will handle 30 vertices and the second "generator" will handle the remaining 11.

Any ideas?

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