Open main menu
Home
Random
Recent changes
Special pages
Community portal
Preferences
About Wikipedia
Disclaimers
Incubator escapee wiki
Search
User menu
Talk
Dark mode
Contributions
Create account
Log in
Editing
Shader
(section)
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==== Geometry shaders ==== Geometry shaders were introduced in Direct3D 10 and OpenGL 3.2; formerly available in OpenGL 2.0+ with the use of extensions.<ref>[http://www.opengl.org/wiki/Geometry_Shader Geometry Shader - OpenGL]. Retrieved on December 21, 2011.</ref> This type of shader can generate new graphics [[primitive (geometry)|primitive]]s, such as points, lines, and triangles, from those primitives that were sent to the beginning of the [[graphics pipeline]].<ref>{{cite web|url=http://msdn.microsoft.com/en-us/library/bb205123(VS.85).aspx|title=Pipeline Stages (Direct3D 10) (Windows)|website=msdn.microsoft.com|date=January 6, 2021 }}</ref> Geometry shader programs are executed after vertex shaders. They take as input a whole primitive, possibly with adjacency information. For example, when operating on triangles, the three vertices are the geometry shader's input. The shader can then emit zero or more primitives, which are rasterized and their fragments ultimately passed to a [[pixel shader]]. Typical uses of a geometry shader include point sprite generation, geometry [[Tessellation (computer graphics)|tessellation]], [[shadow volume]] extrusion, and single pass rendering to a [[cube map]]. A typical real-world example of the benefits of geometry shaders would be automatic mesh complexity modification. A series of line strips representing control points for a curve are passed to the geometry shader and depending on the complexity required the shader can automatically generate extra lines each of which provides a better approximation of a curve.
Edit summary
(Briefly describe your changes)
By publishing changes, you agree to the
Terms of Use
, and you irrevocably agree to release your contribution under the
CC BY-SA 4.0 License
and the
GFDL
. You agree that a hyperlink or URL is sufficient attribution under the Creative Commons license.
Cancel
Editing help
(opens in new window)