Comments on: Simple Introduction to Geometry Shaders in GLSL (Part 1) https://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 14:51:55 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Jack https://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comment-23117 Sun, 05 Feb 2012 20:17:33 +0000 http://www.geeks3d.com/?p=8085#comment-23117 I hate to nit-pick, but this part isn’t clear at all:

EmitVertex();
tells OpenGL that what have finished to set vertex attibutes values (here only the position) and that a new vertex can be generated (okay in our case it does not generate a new vertex, since vertices already exist).

I’m not quite sure what you mean to say, but maybe it should be:
“This tells OpenGL that (after geometry shader processing,) vertex positions will be set. Also that new vertices can be generated, (even though the example shown here generates no new vertices.)

I’m still learning about geometry shaders, so I take no responsibility for the technical accuracy of my attempted edit, only for the grammar.

Thanks for sharing your experience with us!

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By: Sylph https://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comment-21885 Mon, 21 Nov 2011 18:27:53 +0000 http://www.geeks3d.com/?p=8085#comment-21885 Is it possible to have input like :

vertex
(
position(x,y,z) = 3 floats * 4 bytes,
color(r,g,b) = 3 bytes;
color(alpha) = 1 byte – which side of cube is visible using bitfield (one bit per side, 0 = not visible, 1 = visible)
)

Then in geometry shader – take one primitive and generate a colored voxel cube of max 6 sides and min 1 side depending on precomputed bitfield value(color-alpha byte), with normals for each side for light?

And it is possible to store generated triangles into a VBO?

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By: GPUToaster https://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comment-21824 Tue, 15 Nov 2011 17:05:13 +0000 http://www.geeks3d.com/?p=8085#comment-21824 Nice Explanation.!!

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By: Leith Bade https://www.geeks3d.com/20111111/simple-introduction-to-geometry-shaders-glsl-opengl-tutorial-part1/#comment-21793 Sat, 12 Nov 2011 09:14:00 +0000 http://www.geeks3d.com/?p=8085#comment-21793 You can do cool stuff with GS. I was able to render thick lines by using geometry shader to convert a line primitive into a triangle strip.

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