Hi,
I'm tessellating a single triangle recursively with a geometry shader, and things are fine up to recursion level n (simulated with iteration obviously), but when I go to n+1, some triangles are missing. I have checked the basic things, like setting maximum output vertices to be large enough, prior to linking, and now I'm looking into other limitations I may not have known about. I'm also outputting triangle strips, but they're really just single triangles, with an EndPrimitive() after every 3 EmitVertex() calls. Anyway, on to my question...
I declare 2 local arrays in main(), of sizes 341 and 153, which hold ivec3's and vec4's respectively. These are worst case sizes, and at level n+1 I'm doing the worst case, so I thought maybe there was some limit (e.g. 256) for array sizes I finally hit, but for the life of me I can't find the GL variable to query to determine this. I've been through the glew header looking for hints, and the archives here. Anyone know? Thanks.



