Geometry Shader input vertices order
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NPS
on Game Development
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Published on 2014-02-09T17:32:52Z
Indexed on
2014/06/10
3:45 UTC
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hlsl
|geometry-shader
MSDN specifies (link) that when using triangleadj
type of input to the GS, it should provide me with 6 vertices in specific order: 1st vertex of the triangle processed, vertex of an adjacent triangle, 2nd vertex of the triangle processed, another vertex of an adjacent triangle and so on... So if I wanted to create a pass-through shader (i.e. output the same triangle I got on input and nothing else) I should return vertices 0
, 2
and 4
. Is that correct?
Well, apparently it isn't because I did just that and when I ran my app the vertices were flickering (like changing positions/disappearing/showing again or sth like that). But when I instead output vertices 0
, 1
and 2
the app rendered the mesh correctly.
I could provide some code but it seems like the problem is in the input vertices order, not the code itself.
So what order do input vertices to the GS come in?
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