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Implementation for other shader types #43

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PlayerWithoutName opened this issue Oct 4, 2015 · 3 comments
Open

Implementation for other shader types #43

PlayerWithoutName opened this issue Oct 4, 2015 · 3 comments

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@PlayerWithoutName
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It would be good to have Geometry, Tessellation Control and Evaluation and Compute Shaders

@axel22
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axel22 commented Oct 4, 2015

Agreed. Note that geometry and compute shaders are already available - I use compute shaders heavily in my projects.

About other shader types, I can't guarantee that I'll jump on it right away, given my bandwidth. If you feel like to submit a PR with the patch and an example program, feel free to go ahead.

@PlayerWithoutName
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How do i use geometry shader? And why is macrogl divided into non-ex and ex part?

@axel22
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axel22 commented Oct 22, 2015

The non-ex part is all the functionality that will work both with LWJGL and
WebGL (assuming the GPU supports it).

The ex part is functionality that WebGL does not support (typically, >
OpenGL 3.2, and some legacy things that WebGL does not support).

You can use the geometry shaders by instantiating a Program with the proper
Shader object:

  val pp = new Program("BasicTriangle")(
    Program.Shader.Vertex(vertexSource),
    ex.Program.Shader.Geometry(geometrySource),
    Program.Shader.Fragment(fragmentSource))

Note: for my purposes, I use the compute shaders, so I haven't tried the
geometry shaders out yet.
Ideally, we should have a working example with geometry shaders in the
examples programs.

On Wed, Oct 21, 2015 at 10:59 PM, PlayerWithoutName <
[email protected]> wrote:

How do i use geometry shader? And why is macrogl divided into non-ex and
ex part?


Reply to this email directly or view it on GitHub
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