Questions tagged [geometry-shader]
A geometry shader creates a list of vertices from a given set of input vertices in the rendering pipeline.
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Can we use geometry shader to allow or not the drawing based on a stencil value?
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 ...
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error X4532 Cannot map expression to gs_5_0 instruction set
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 ...
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Problem with geometry shader and srteamout (directx11)
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 ...
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How to generate a randomly-positioned leaf quads with a geometry shader?
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 ...
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Why is my tessellation output failing to reach my geometry shader?
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 (...
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Pass equations into shaders to define graphics - HLSL or other shaders
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 ...
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Has the Geometry Shader been abandonded?
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 ...
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How do I store the texture coordinates for thousands of tiles in a tile mesh on the GPU and not just the most recent?
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 ...
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Geometry shader-generated tile mesh isn't any faster than CPU-generated version
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, ...
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Geometry shader vertex position to point at camera
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, ...
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Unable to create Shader Object for Geometry Shader (GL_GEOMETRY_SHADER)
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 (...
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Can geometry grass shaders be painted to a terrain or are they limited to meshes?
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 ...
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How to compress repetitive information when uploading mesh data?
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 ...
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Hard coded triangle in CG geometry shader doesn't show on screen
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 ...
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How to make the hidden edges to be rendered as dashed lines and remove unnecessary diagonals in Wireframe shaders?
I am currently working on the wireframe shaders which is working. I managed to have some sort of dashed wire whenever the the edges is hidden from the view but I am having problem with certain views ...