Geometry shader
When I make a teapot by glutSolidTeapot() , OpenGL sends the data to the pipeline in triangles, but if I need to pass the data in primitive : GL_TRIANGLES_ADJACENCY_EXT to be able to use the adjacency information in my Geometry Shader, how would I do that?
I don't think you can ask GLUT to use GS primitives - there's no way it could know all those years have gone by.
If you are referring to the SM4.0 GS, you need a 8800 or 2900 card and GLEE/GLEW with the latest extensions.
Quote:Original post by Krohm
I don't think you can ask GLUT to use GS primitives - there's no way it could know all those years have gone by.
:) that's funny
Quote:Original post by MARS_999
If you are referring to the SM4.0 GS, you need a 8800 or 2900 card and GLEE/GLEW with the latest extensions.
I have a G80 and have no problems compiling GS programs. I think what I need is a model loader which would send adjacent triangle vertices to the geometry shader.
Quote:Original post by Forrest2006No, you need less than that. You need to get the parameter to Begin and change it from PRIMITIVE to PRIMITIVE_ADJACENCY_EXT.
I have a G80 and have no problems compiling GS programs. I think what I need is a model loader which would send adjacent triangle vertices to the geometry shader.
Every valid triangle strip will be just ok, it was a specific design decision.
EDIT: ok, not all of them. Most. You know what the extreme cases are, they're in the spec.
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