July 2010
Intermediate to advanced
1008 pages
26h 20m
English

In this chapter, we cover some more advanced shader topics that will allow you to use your programmable graphics hardware for more than simple polygon rendering. We present a detailed example of using the GPU for physical simulation by recirculating data through transform feedback. We introduce an entirely new shader stage—the geometry shader, which can process entire primitives and even generate new primitives on the fly. We also discuss using the fragment shader to perform advanced per-pixel operations, including image processing and generating fractals.
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