Original Post
Hi.
I'm starting to play with OpenGL 3/4 stuff, geometry and tesselation shaders mostly, to rework the renderer of my engine to include the newer functionality.
So far I've been able to make some samples working with geometry or tesselation shaders, but I can not take profit of both.
The problem is: the main algorithm I need to make the effects I want in the geometry shader is siluethe detection. And to do siluethe detection I need adjacency information, wich I can send from the main aplication (triangles_adjacency{_strip}) but not from the tesselation unit, wich only sends triangles, quads or isolines (neither with adjacency).
Has someone found a good workarround, or should I scrap tess shaders alltogether and use only geometry shaders and tesselate from there?
Atridas.
P.S.: Excuse my english, it is not my native language. I expect I didn't write anything horrible...
I'm starting to play with OpenGL 3/4 stuff, geometry and tesselation shaders mostly, to rework the renderer of my engine to include the newer functionality.
So far I've been able to make some samples working with geometry or tesselation shaders, but I can not take profit of both.
The problem is: the main algorithm I need to make the effects I want in the geometry shader is siluethe detection. And to do siluethe detection I need adjacency information, wich I can send from the main aplication (triangles_adjacency{_strip}) but not from the tesselation unit, wich only sends triangles, quads or isolines (neither with adjacency).
Has someone found a good workarround, or should I scrap tess shaders alltogether and use only geometry shaders and tesselate from there?
Atridas.
P.S.: Excuse my english, it is not my native language. I expect I didn't write anything horrible...