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View Full Version : Program crush when discarding primitives using Geometry Shader.. why?



audi02
12-03-2015, 07:19 AM
Hi

I write a geometric shader that in some situations discard primitives.

As simple example ,we can look at this code:

======================
#version 150 core

layout (triangles) in;
layout(triangle_strip, max_vertices = 3) out;

void main(void)
{
// do nothing... so primitive should discarded
}
=======================

The program crush then!
Did I forget something?

Thanks