Tutorial on using NVIDIA geometry shaders with the OpenGL Shading Language
Nov 16, 2006
This tutorial explains how to use NVIDIA’s geometry shaders extensions to the OpenGL Shading Language (available for the GeForce 8 Series). A geometry shader begins with a single primitive (point, line, triangle). It can read the attributes of any of the vertices in the primitive and use them to generate new primitives. A geometry shader has a fixed output primitive type (point, line strip, or triangle strip) and emits vertices to define a new primitive. A geometry shader can emit multiple disconnected primitives. The primitives emitted by the geometry shader are clipped and then processed like an equivalent OpenGL primitive specified by the application. A Windows demo is included.
Category: Developers •
Posted on 11/16 at 10:07 AM
