Have I misunderstood how geometric shaders work? When drawing two triangles by index buffers, Draw Count My geometric shader outputs 4 triangles. Shader Input/Output But my shader code restrics the [maxvertexcount] to 3. Geometric Shader Code From what I can see, the only thing that might cause a problem is the fact that the determinant ..
I’m making a model viewer in C++ and am trying to visualise my vector norms on my model using a vertex, fragment and geometry shader, however its only displaying a few lines on the screen instead of one per vector, here is my shader code: //Create vertex shader for visNorm const GLchar* vertexShaderVN = "#version ..
I am currently trying to use a geometry shader to visualize the normal vectors of a 3D model in OpenGL but instead of doing this, it is just changing the color of my model to be a flat yellow color. I’ll post the code for my shaders below as well as some other code for ..
I am working on an old code base that uses Geometry shaders. It uses "glProgramParameteriEXT(…) to enable and specify Input/Output of the GS. The code in question is rendering curves. The input to the GS(via above mentioned method and not in the GLSL using layout specifier) is GL_LINES_ADJACENCY and output is GL_TRIANGLE_STRIP. And in the ..
I was trying to implement normal mapping on a simple cube but since i had troubles with my normals i wanted to try to display them using a geometry shader. Following learnopengl tutorial, it basically calls mesh.render() twice, the first time to draw the model and the second time to display normals. When i try ..
Problem Description I’m following (loosely) along the point light shadow map tutorial on LearnOpenGL to render a depth cubemap with a geometry shader in one pass. However I haven’t been successful in doing so. When I render the scene without shadows I get this image. However when I tried to render it with depth map ..