Hi everyone!
I would like to be able to generate shadow volumes using geometry shaders.
For that i will be needing triangle adjacency.
So the first thing that i wanted to do is try a passthrough shader, which failed using adjacency (without adjacency i’m able to create a passthrough).
this is how my passthrough with (does not work) adjacency looks like:
TRIANGLE_ADJ
TRIANGLE_OUT
void main(AttribArray<float4> position : POSITION)
{
emitVertex(position[0]);
emitVertex(position[2]);
emitVertex(position[4]);
}
It compiles, but i can’t see any geometry while it’s running.
If i understand correctly, vertex 0, 2 and 4 make up the main triangle…
For my own sanity i also tried a passthrough shader without using adjacency, and it works !
this is how my passthrough without (works) adjacency looks like:
TRIANGLE
TRIANGLE_OUT
void main(AttribArray<float4> position : POSITION)
{
emitVertex(position[0]);
emitVertex(position[1]);
emitVertex(position[2]);
}
I can’t see much that could go wrong here … what’s the problem?
Best regards,
Mitch
Edit: Oh dear, i posted this in the wrong section :) sorry about that…