geometry-shader Questions
3
I'm trying to write a geometry shader to replace glLineWidth behavior. I want to draw lines with a customizable width (doing this with a uniform suffices for now). The lines should always have the ...
Phenobarbital asked 14/2, 2019 at 9:15
3
Solved
I have an STL file loaded into my scene with a single colour applied to a phong material
I'd like a way of applying two colours to this mesh's material with a gradient effect applied on the Z axis...
Ugly asked 2/10, 2018 at 18:34
3
Solved
I've been attempting to write a two-pass GPU implementation of the Marching Cubes algorithm, similar to the one detailed in the first chapter of GPU Gems 3, using OpenGL and GLSL. However, the call...
Mckamey asked 18/8, 2012 at 8:36
1
Solved
UPDATE:
I created a well documented ipython notebook.
If you just want the code, look at the first answer.
Question
I've got a 40x40x40 volume of greyscale values.
This needs to be rotated/shift...
Ussery asked 10/11, 2016 at 9:51
1
In both the OpenGL and Direct3D rendering pipelines, the geometry shader is processed after the vertex shader and before the fragment/pixel shader. Now obviously processing the geometry shader afte...
Armil asked 29/8, 2015 at 22:10
1
Solved
So, I've been trying to draw a cylinder out of a line strip adjacency primitive with the geometry shader and it works for 4 vertices, but I want to make it so I that can apply it to longer line str...
Pichardo asked 14/12, 2014 at 9:2
3
Solved
I'm trying to render arbitrary wide lines (in screen space) using a geometry shader. At first it seems all good, but on certain view position the lines are rendered incorrectly:
The image on th...
Extensile asked 6/10, 2012 at 8:41
1
Solved
I am trying to implement single-pass wireframe, but I have got couple of issues in the process.
Question #1
For some reasons I get only wireframe without (like with glPolygoneMode - lines) filled...
Therefor asked 15/5, 2014 at 17:21
1
Solved
I want to draw a square from point data with the geometry shader.
In the vertex shader, I emit a single point.
#version 330 core
void main() {
gl_Position = vec4(0, 0, 0, 1.0);
}
In the geomet...
Pleione asked 19/9, 2013 at 20:10
1
Is it possible to triangulate a quad with a hole in it using tesselation shader? For example,
Imagine I have a Quad.
Then I want to make a hole to the center of the quad.
There need to be a lo...
Roughhew asked 18/5, 2013 at 23:6
1
Solved
I've written a very simple pass-through geometry shader. My input primitive is points and output primitive is also points. I also want to forward the color and normal from vertex shader to fragment...
Bundelkhand asked 16/2, 2013 at 11:33
1
Solved
I'm trying to write a simple geometry shader what just passes through vertices before attempting to modify stuff.
My vertex shader is
#version 150 core
in vec3 inPosition;
in vec4 inColor;
out v...
Galvan asked 9/1, 2012 at 22:9
2
Solved
So I've been trying for a while now, to pass a vertex attribute array into the geometry shader. It is an array of float (where the attribute per vertex is just a float value)
Now, when I put this ...
Felder asked 30/6, 2011 at 13:26
1
© 2022 - 2024 — McMap. All rights reserved.