Geometry shader: Difference between revisions
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== Function == |
== Function == |
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A geometry shader can generate new |
A geometry shader can generate new primitives from existing primitives like pixels, lines and triangles. |
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As the creation of new primitives is not really a "shading" process, the shader type has a special role between the other types of shader. |
As the creation of new primitives is not really a "shading" process, the shader type has a special role between the other types of shader. |
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== Programming == |
== Programming == |
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Geometry shader are programmed in the following languages |
Geometry shader are programmed in the following languages: [[Assembler]], [[High Level Shading Lanuage|HLSL]], [[OpenGL Shading Language|GLSL]]. |
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== Further reading == |
== Further reading == |
Revision as of 13:10, 10 March 2007
Geometry shader (abbreviation GS) is a shader program, normally excecuted on the Graphics processing unit.
Function
A geometry shader can generate new primitives from existing primitives like pixels, lines and triangles.
As the creation of new primitives is not really a "shading" process, the shader type has a special role between the other types of shader.
Programming
Geometry shader are programmed in the following languages: Assembler, HLSL, GLSL.
Further reading
References
- OpenGL Shading Language – Documentation of Shader in OpenGL
- OGSL Tutorial (engl.)
- Quellcode examples