Thank you for the help.
I guess for my purposes the best course of action would be to build the surface shader as if the Geo data is available, and then manually edit it and throw in the geo function to populate the data?
Search found 2 matches
- Sun Jan 13, 2019 8:58 am
- Forum: General Discussion
- Topic: Barycentric coordinates and Geometry shaders
- Replies: 3
- Views: 7515
- Wed Jan 09, 2019 5:52 pm
- Forum: General Discussion
- Topic: Barycentric coordinates and Geometry shaders
- Replies: 3
- Views: 7515
Barycentric coordinates and Geometry shaders
Hi.
We have a wireframe shader that calculates the barycentric coordinates in the Geometry program, and out puts is into the triangle stream. Looks like this:
// inverseW is to counteract the effect of perspective-correct interpolation so that the lines
// look the same thickness regardless of ...
We have a wireframe shader that calculates the barycentric coordinates in the Geometry program, and out puts is into the triangle stream. Looks like this:
// inverseW is to counteract the effect of perspective-correct interpolation so that the lines
// look the same thickness regardless of ...