I just wanted to add that it is a popular opinion among the industry that Geometry Shaders were ill-conceived architecturally and suffer unsolvable performance-blocking issues. There are alternatives of various forms which have their own complexities, but just in case you run into perf problems with GS, you should be aware of the situation. Here's a discussion (related to Vulkan, but architecturally the same situation) that a lot of people seem to cite:
https://www.reddit.com/r/vulkan/comments/91q0qx/do_geometry_shaders_still_suck/ On Sun, Dec 13, 2020 at 4:19 AM Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi, > > have a look here MuseOpenIG/Plugin-GPUVegetation at master · > CCSI-CSSI/MuseOpenIG · GitHub > <https://github.com/CCSI-CSSI/MuseOpenIG/tree/master/Plugin-GPUVegetation> ... > This is code for generating forests with geometry shaders. It might give > you better clue > > On Sun, Dec 13, 2020 at 7:08 AM mirr...@gmail.com <mirro...@gmail.com> > wrote: > >> sorry, the screenshot is wrong. It should be samplerU. >> I'm basically not sure how to get texture coordinates into >> Shader::FRAGMENT in Geometric shaders. >> >> >> 在2020年12月10日星期四 UTC+8 下午11:13:21<gwal...@gmail.com> 写道: >> >>> What error are you getting? >>> I do see an undefined "samplerY" in there. >>> >>> On Wednesday, December 9, 2020 at 9:03:47 PM UTC-5 mirr...@gmail.com >>> wrote: >>> >>>> env is win10 osg3.6.4 GTX1660 >>>> [image: QQ图片20201210095944.jpg] >>>> >>>> osg::ref_ptr<osg::Program> createProgram() >>>> { >>>> osg::Program *program = new osg::Program(); >>>> program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource)); >>>> program->addShader(new >>>> osg::Shader(osg::Shader::GEOMETRY,geomSource)); >>>> program->addShader(new >>>> osg::Shader(osg::Shader::FRAGMENT,fragSource)); >>>> program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3); >>>> program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); >>>> program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLES ); >>>> return program; >>>> } >>>> >>> -- >> You received this message because you are subscribed to the Google Groups >> "OpenSceneGraph Users" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to osg-users+unsubscr...@googlegroups.com. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/osg-users/89abc9a3-66bf-4248-8e3d-3dfd23235622n%40googlegroups.com >> <https://groups.google.com/d/msgid/osg-users/89abc9a3-66bf-4248-8e3d-3dfd23235622n%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> > > > -- > trajce nikolov nick > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to osg-users+unsubscr...@googlegroups.com. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/CAO-%2BzinF1fFZnS3QkT9VTgScKQ4XVF1oVB_L9vQRZT-reQvAEA%40mail.gmail.com > <https://groups.google.com/d/msgid/osg-users/CAO-%2BzinF1fFZnS3QkT9VTgScKQ4XVF1oVB_L9vQRZT-reQvAEA%40mail.gmail.com?utm_medium=email&utm_source=footer> > . > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495] -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAGoufmbvyPcw4b6aoue4Frqh7jw%3Dya%2Bfvuap3r6dD6AO_LXpxQ%40mail.gmail.com.
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