Original Post
Hi,
I wanted to generate geometry such as a sphere on the geometry shader, (by sending only a point on the GPU).
But I realized we can only generate 1024 bytes with a geometry shader and that the geometry shader is not designed to generate a lot of data.
That's too bad !! Why a such design ??
Then I thought doesn't matter I am going to use the Hull and Domain shader to tesselate my sphere. But once again I was disppointed the geometry shader is after tesselator stage !!! Again : Why a such design ??
So I guess what I have to do is just generate my sphere on CPU and tesselate it on the tesselator stage; but I d like to understand why they designed the graphic pipeline that way... I am sure I am missing something...
Cheers,
I wanted to generate geometry such as a sphere on the geometry shader, (by sending only a point on the GPU).
But I realized we can only generate 1024 bytes with a geometry shader and that the geometry shader is not designed to generate a lot of data.
That's too bad !! Why a such design ??
Then I thought doesn't matter I am going to use the Hull and Domain shader to tesselate my sphere. But once again I was disppointed the geometry shader is after tesselator stage !!! Again : Why a such design ??
So I guess what I have to do is just generate my sphere on CPU and tesselate it on the tesselator stage; but I d like to understand why they designed the graphic pipeline that way... I am sure I am missing something...
Cheers,