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In OpenGL 3+ you can use something called a 'geometry shader'. Execution flow looks like: 1. application renders a list of points 2. those points are transfo
by palish 15y ago
In OpenGL 3+ you can use something called a 'geometry shader'.
Execution flow looks like:
1. application renders a list of points
2. those points are transformed by the Vertex Shader
3. the output of [2] is fed into the Geometry Shader.
(and the output of [3] is additional geometry, created "on the fly", which is then rasterized.)
As a simple example, a geometry shader could turn each point into a square. For each input point, it outputs the four corners of the square: [[ptX-1,ptY-1] [ptX+1,ptY-1] [ptX+1,ptY+1] [ptX-1,ptY+1]]
But yeah that's not coming to GLES anytime soon.