Sign in to follow this  

Store vertex data from geometry shader

This topic is 3301 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm playing now with geometry shaders, and I run into a problem I don't know how to overcome. I have a geometry shader that generates geometry of variable size, that later I will use several times. Actually, what I do is calculate the depth texture for the object (shadow mapping), and then finally paint it. However, what I'm doing now is recalculate the geoemtry on every pass, since I don't know how to buffer the data for later use. I've searched a little around and I think there is a concept in HLSL called Stream-Out that resembles what I want to achieve, but I don't know if this is feasible in GLSL. The point is, there is some way to optimize this behaviour, since the calculations of the geometry shader are quite intensive? Thanks!

Share this post


Link to post
Share on other sites

This topic is 3301 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this