[vtkusers] How to use SetGeometryShaderCode
Ken Martin
ken.martin at kitware.com
Mon Jul 9 08:54:49 EDT 2018
Using your own shader code is a bit advanced as there are a few moving
parts. If you specify geometry shader code then you also have to make sure
the right uniforms/arrays are being set for that shader code. That would be
my guess as to the issue with your attempt to manually specify wide lines.
Maybe the code is fine but some uniforms are not properly set and so are
defaulting to 0.0 etc.
I agree an example of geometry replacements would be good. If you get
something working let me know and I'll add it to the wiki page on custom
shaders.
On Wed, Jul 4, 2018 at 9:11 AM, Kumar Ashutosh <kumar.ashutosh.ee at gmail.com>
wrote:
> I want to add custom Geometry Shader to my mapper. From the source code, I
> concluded that in vtkOpenGLPolyDataMapper we can inject custom Shader Code.
> Also, the code has WideLineGS as the default Geometry Shader. I tried to
> mimic the same behaviour by injecting the same code as given here
> <https://gitlab.kitware.com/vtk/vtk/blob/master/Rendering/OpenGL2/glsl/vtkPolyDataWideLineGS.glsl> (source
> code of WideLinesGS) using the function SetGeometryShaderCode. The
> resulting screen is a blank screen with no errors raised.
>
> Can someone please guide me on how to inject Geometry Shader Code. This is
> specific to Geometry Shader only as I have successfully tried with Frag
> Shader and Vertex Shader.
> A simple example of this would be great.
>
> Regards,
> Kumar Ashutosh
> ᐧ
>
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--
Ken Martin PhD
Distinguished Engineer
Kitware Inc.
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Carrboro, North Carolina
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