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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition
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OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

by Dave Shreiner, Graham Sellers, John M. Kessenich, Bill M. Licea-Kane
March 2013
Intermediate to advanced content levelIntermediate to advanced
984 pages
26h 18m
English
Addison-Wesley Professional
Content preview from OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition

Geometry Shader Best Practices

The following are some tips for using geometry shaders wisely. This will help you obtain the best possible performance from a program using geometry shaders. These aren’t hard-and-fast rules, but if followed should allow you to use geometry shaders effectively in your programs.

Do Work in the Right Place

If you have work that is to be done per-vertex, do it in the vertex shader (or tessellation evaluation shader, if present). When rendering triangle strips or fans, each triangle is presented individually to the geometry shader. Performing per-vertex work in the geometry shader will result in it being done multiple times per vertex. Likewise, if you have work that is to be done per-face (such as calculating the values ...

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Publisher Resources

ISBN: 9780132748445Purchase bookOther