So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.
所以当你将三角形带作为一个单独的图元输送给几何着色器时,它会将其视作若干个三角形。
The input primitives for geometry shaders are the output primitives from a subset of the primitive Assembly process.
几何着色器的输入图元的类型是图元组装步骤的一个子集。
If tessellation or geometry shaders are active, then a limited form of primitive assembly is executed before these Vertex Processing stages.
如果启用了细分或几何着色器,那么一个限制级的图元组装过程就会在那些顶点处理阶段之前执行。
Analyzing geometry and topology features of Primitive regions, we can get the intersection regions which imply adjacency among them.
通过分析单义域几何与拓扑特征确定交点域。
Analyzing geometry and topology features of Primitive regions, we can get the intersection regions which imply adjacency among them.
通过分析单义域几何与拓扑特征确定交点域。
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