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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.

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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 ...
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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 ...
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I would like to calculate an effect of an external force on a binary tree (wind on a tree). It's a recursive function - take a (parent) node and calculate the angle to rotate all of the nodes "...
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In January Notch tweeted about WebGL 2: WebGL 2 is happening. Bye, compatibility! Hello, 3d textures and pixel buffers! oh god it's got free vertex indices in the shader. That is basically a geometry ...
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I have this idea for creating a point cloud and passing an integer into geometry shader to determine which model to draw, each model has the same amount of vertices etc and it would be hardcoded into ...
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With a GL_LINE, is there a way to have the vertex (or geometry) shader treat the first and second point differently? i.e. In a line from ...
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I want to visualize flow of particles in some forcefield e.g. electromagetic, gravitional or potential flow in fluid (streamlines); I was thinking to use Geometry Shader which would look like this (...
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In my Geometry shader this is what my line shader looks like ...
Basit Anwer's user avatar
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I would like to implement a geometry shader that does nothing, just for the purpose of learning and to go ahead with that and do something useful with it. I currently have: A compute shader creating "...
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I have a geometry shader that extrudes lines to rectangles in 2d (by outputting triangle strips). When the lines are not parallel to the X or Y axis, I'm getting parallelograms instead. Also, when the ...
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I want to select the best way to draw outline of 3d human like object and what would be the best way to draw outline for this kind of objects. I found about stencil buffer based methods, geometric ...
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I am wanting to be able to render objects with a geometry shader and allow them to rotate with the camera perspective...this is what I have so far, as a example Vertex shader ...
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I am trying to rebuild the fur effect in Viva Pinata. Here each square becomes a pattern of fur I imagine the process to be like this... U lift one end of the triangles. Now I need to achieve "...
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I keep getting some strange errors in my Geometry shader and when I search for the cause of the errors, it returns nothing substantial. Here is the code. Shader ...
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I'm trying to visualize the face normals for a mesh, using the geometry shader to generate lines represeting the normal vectors. My intention was to draw that line from the triangles centroid, ...
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I am writing a shader to achieve a laser show effect example. For now I am just focusing on the lines. One line ist represented as one triangle. When I save my shadercode, unity gets inactive and I ...
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Hy, I want to build some geometry with a geometryshader in Unity. I took a look at this. I want to create my geometry just in context of one point in 3D space (x,y,z). Can i somehow use the transform ...
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I've done my fair share of 3D game programming for my (former) employer, and also in my own custom engines for my own indie games. Initially, I started with Direct3D 9, and D3DX9, which pretty much ...
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How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
ina's user avatar
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I am playing with a geometry shader and I am wondering why it doesn't generate geometry for each vertex in all meshes? I don't think this is a Cull problem because the same vertices generate geometry ...
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I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry ...
tly's user avatar
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I'm stuck with geometry shaders in OpenGL - c++ programming. I want to create simple cube by repeating 6 times drawing one rotated wall. Here is my vertex shader (everyting has #version 330 core in ...
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I'm creating a lightning geometry shader using hlsl that creates an array of points based on an arbitrary number of generations. The gist of what I want to accomplish is here: http://drilian.com/2009/...
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I'm currently using a geometry shader to generate grass blades out of single root points that are layed out in a grid. For each root point, I generate a grass blade with, right now, a constant number ...
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I just have a few months of OpenGL experience, just starting to get the hang of it. I find geometry/vertex/fragment shaders to be very powerful. You have a few parameters that translates into a ...
Tamas's user avatar
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1 answer
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I am currently trying to use the geometry shader. My input is a set of points, for which multiple triangle should be created This is the geometry shader ...
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I am relatively new to GLSL shader programming, and the documentation I found is unfortunately often inscrutable. I am having trouble understanding a few things with how geometry shaders fit into the ...
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I am looking for resources on what are the steps of manually implementing tessellation (I happen to be using Unity CG, but any help is appreciated). Today it seems that it is all the rage to hide ...
Spectraljump's user avatar
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I am able to calculate normals per face in my Geometry Shader but i want to calculate per vertex normal for smooth shading. My Geometry shader is ...
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My program is a rain particle system. After processing a list of positions of rain particles, I passed them to the geometry shader for generating a billboard for each position. If I use a simple ...
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MSDN specifies (link) that when using triangleadj type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle ...
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It's my first post here. My name is Bruno and I'm from Brazil. I'm trying to learn DirectX 11, and I'm using Frank Luna's book. The problem is that he uses the Effects Framework to do everything, and ...
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3 votes
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I am trying to render a cube by starting of with one vertex into the shader, then geometry shader to expand into a cube, and then apply a different texture to each side. The part I am facing the issue ...
bluejamesbond's user avatar
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3 answers
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I want to draw a quad (not two triangles). I actually know that triangles are faster, as I answered this question. But let's say I am building a 3D modeling tool. It makes sense to draw a quad for ...
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I'm currently trying to change my project to use GL_TRIANGLE_ADJACENCY instead of GL_TRIANGLES. Following this question, I have managed to construct my index buffer fine, but when it comes to the ...
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Today I was working on a particle system and I can't figure out how to give the particle billboards a rotation (so to have them spinning clockwise or counter-clockwise while facing the player). I ...
Oliver Salzburg's user avatar