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Posted 31 October 2010 - 11:26 PM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 01 November 2010 - 03:19 AM
Posted 01 November 2010 - 04:13 AM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 01 November 2010 - 04:33 AM
Posted 01 November 2010 - 05:11 AM
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
Posted 01 November 2010 - 05:51 AM
Quote:
The inputs to the Geometry Shader are like a single primitive of any of the "list" primitive topologies (with or without adjacency) in the diagram above. When adjacency is available, the Geometry Shader will see the appropriate adjacent vertices along with the primitive's vertices. So for example if the Geometry Shader is invoked with a triangle including adjacency (the source could have been a strip with adjacency), this would mean that data for 6 vertices would be available as input in the Geometry Shader: 3 vertices for the triangle, and 3 for the adjacency.
Posted 01 November 2010 - 06:21 AM
Posted 01 November 2010 - 07:53 AM
Quote:
Original post by DieterVW
The ordering will be consistent throughout the pipeline, and that should include the conversion of a triangle strip with adjacency into triangles for the geometry shader. The best I could find in the spec was:Quote:
The inputs to the Geometry Shader are like a single primitive of any of the "list" primitive topologies (with or without adjacency) in the diagram above. When adjacency is available, the Geometry Shader will see the appropriate adjacent vertices along with the primitive's vertices. So for example if the Geometry Shader is invoked with a triangle including adjacency (the source could have been a strip with adjacency), this would mean that data for 6 vertices would be available as input in the Geometry Shader: 3 vertices for the triangle, and 3 for the adjacency.
Jason Zink :: DirectX MVP
Direct3D 11 engine on CodePlex: Hieroglyph 3
Direct3D Books: Practical Rendering and Computation with Direct3D 11, Programming Vertex, Geometry, and Pixel Shaders
Articles: Dual-Paraboloid Mapping Article :: Parallax Occlusion Mapping Article (original):: Fast Silhouettes Article
Games: Lunar Rift
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