I’m trying to subdivide a quad (2 triangles) multiple times.
I send it to the geometry as triangleadj and ouput 8 triangles from
However, I want to subdivide multiple times and someone told me I can
send the geometry output back to the vertex shader and run the geometry
shader again on that new geometry. He couldn’t tell me how though.
Does anyone have any experience, or tips about this? I’m using
DirectX10, so I cannot use tesselation instead.
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You can stream out geometry shader output to vertex buffer. Then you can
re-render it using same shader (and again stream out the result), etc.
unless u have enough tessellated geometry.
The other way is to write multiple-times tessellation directly in
geometry shader (also possible! though it’s still a lot slower than
using DirectX 11 tessellation or GL_ARB_tessellation_shader in OpenGL
4 and higher.
Note, that second way might be faster than first one ;).
Thanks, How exactly do you stream out back to the vertex buffer?
Tottel, see the MSDN
docs for the
details of how to set it up.