Jump to content

Geometry shader: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Function: Piyels?
NeARAZ (talk | contribs)
primative->primitive, remove Cg (does not support GS yet), add HLSL
Line 3: Line 3:
== Function ==
== Function ==


A geometry shader can generate new primatives from existing primitives like pixels, lines and triangles.
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.
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.
Line 9: Line 9:
== Programming ==
== Programming ==


Geometry shader are programmed in the following languages ([[Assembler]], [[C for graphics|Cg]], [[OpenGL Shading Language|GLSL]]).
Geometry shader are programmed in the following languages: [[Assembler]], [[High Level Shading Lanuage|HLSL]], [[OpenGL Shading Language|GLSL]].


== 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

en:Shader