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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.

0 votes
0 answers
24 views

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 ...
philB's user avatar
  • 221
0 votes
1 answer
720 views

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 ...
philB's user avatar
  • 221
0 votes
0 answers
162 views

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 ...
philB's user avatar
  • 221
0 votes
0 answers
163 views

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 ...
Arthur Leandro's user avatar
1 vote
1 answer
573 views

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 (...
Grimelios's user avatar
  • 579
-1 votes
1 answer
235 views

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 ...
alaokastrail's user avatar
2 votes
1 answer
3k views

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 ...
Casey's user avatar
  • 2,075
0 votes
0 answers
174 views

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 ...
Casey's user avatar
  • 2,075
0 votes
1 answer
431 views

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, ...
Casey's user avatar
  • 2,075
0 votes
1 answer
598 views

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, ...
Basic's user avatar
  • 1,237
1 vote
1 answer
578 views

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 (...
Tanay's user avatar
  • 11
0 votes
1 answer
374 views

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 ...
Bobby B's user avatar
  • 21
0 votes
1 answer
163 views

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 ...
Mr.UNOwen's user avatar
1 vote
0 answers
351 views

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 ...
Fraser's user avatar
  • 111
1 vote
0 answers
1k views

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 ...
Mira's user avatar
  • 139

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