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OpenGL ??? Build high performance graphics

You're reading from   OpenGL ??? Build high performance graphics Assimilate the ideas shared in the course to utilize the power of OpenGL to perform a wide variety of tasks.

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Product type Course
Published in May 2017
Publisher Packt
ISBN-13 9781788296724
Length 982 pages
Edition 1st Edition
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Authors (3):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
Raymond Chun Hing Lo Raymond Chun Hing Lo
Author Profile Icon Raymond Chun Hing Lo
Raymond Chun Hing Lo
William Lo William Lo
Author Profile Icon William Lo
William Lo
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Chapter 6. Using Geometry and Tessellation Shaders

In this chapter, we will cover:

  • Point sprites with the geometry shader
  • Drawing a wireframe on top of a shaded mesh
  • Drawing silhouette lines using the geometry shader
  • Tessellating a curve
  • Tessellating a 2D quad
  • Tessellating a 3D surface
  • Tessellating based on depth

Introduction

Tessellation and geometry shaders are relatively new additions to the OpenGL pipeline, and provide programmers with additional ways to modify geometry as it progresses through the shader pipeline. Geometry shaders can be used to add, modify, or delete geometry, and tessellation shaders can be configured to automatically generate geometry at various levels of detail and to facilitate interpolation based on arbitrary input (patches).

In this chapter, we'll look at several examples of geometry and tessellation shaders in various contexts. However, before we get into the recipes, let's investigate how all of this fits together.

The shader pipeline extended

The...

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