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Questions tagged [geometry-shader]

A geometry shader creates a list of vertices from a given set of input vertices in the rendering pipeline.

1 vote
0 answers
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I am trying to simulate a page curl effect in my custom OpenGL based rendering engine. I initially implemented the version described in the paper "Turning pages of 3D electronic books" where ...
Chaos's user avatar
  • 153
0 votes
0 answers
40 views

I have a forward reflexion protocol producing a reflexion map used for final scene rendering. I can have several heights of ground we can defined as "mirrors". In order to have only one map ...
philB's user avatar
  • 333
0 votes
1 answer
844 views

Using DX11 I have this line starting with TC = txDiffuse in a geometry shader that generates the error message. Can someone explain me the problem or if it is not possible to sample in geometry shader ...
philB's user avatar
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0 votes
0 answers
176 views

I'm starting with geometry sahder to simply transform vertex pos/norm in world space and pass this to ouput vertex buffer for sequential rendering. A unique original model is created with position ...
philB's user avatar
  • 333
0 votes
0 answers
175 views

Does anyone have any idea how to implement a shader that manages to make this effect in Unity? I found a post that explains, but I'm still learning shaders so I didn't really understood how to go ...
Arthur Leandro's user avatar
1 vote
1 answer
652 views

I'm attempting to render grass using GLSL tessellation and geometry shaders. For vertex input, I'm using position and normal. For reference, here's an image of the grassy field without tessellation (...
Grimelios's user avatar
  • 589
-1 votes
1 answer
277 views

Is it possible with HLSL (or other popular shader languages) to pass instead of an image, an equation that would define the pixel color / position output by the shader? This would allow for more ...
alaokastrail's user avatar
2 votes
1 answer
3k views

Advice says to either limit use or not to use it at all. Friday Facts #251 - A Fistful of Frames | Factorio: We tried it, and it worked great. We got some speedup due CPU needing to prepare less ...
Casey's user avatar
  • 2,095
0 votes
0 answers
193 views

This is a follow-up to this question. The geometry shader is performing fantastically, but now I've lost the ability to display more than one tile type at once (the last one in the visible array is ...
Casey's user avatar
  • 2,095
0 votes
1 answer
485 views

For practice, I'm writing a Rogue-like. In order to speed up tile rendering I have a dynamic Mesh/MeshBuilder that collects all the vertices of the visible tiles' quads (4 vertices per tile: position, ...
Casey's user avatar
  • 2,095
0 votes
1 answer
628 views

I have a shader that takes an array of points. At each point, a geometry shader creates a quad oriented towards the camera. This works fine when the camera and point are at around the same Y value, ...
Basic's user avatar
  • 1,287
2 votes
1 answer
603 views

I am just starting with OpenGL using c++ on Ubuntu 18.04. The problem I have is that when I try to link Geometry Shader in my main program, the following function call is unable to create an object (...
Tanay's user avatar
  • 21
0 votes
1 answer
411 views

So I was follow the roystan grass shader tutourial and although it works well I don't understand the use for it. From what I understand the shader is basically just a flat plane that calculates grass ...
Bobby B's user avatar
  • 21
0 votes
1 answer
196 views

I want to avoid sending repetitive information when drawing a mesh. If I use a single point for each face and two vectors as additional attributes that represent the travel of each vertex, I can use ...
Mr.UNOwen's user avatar
1 vote
0 answers
367 views

In Unity I'm planning on using a geometry shader for processing points into quads and can't quite figure out why I'm not getting output from my geometry shader. I've edited it down to a minimum ...
Fraser's user avatar
  • 111

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