Let's suppose I have some points p1
,p2
, p3
and p4
. I need to apply some transformations to each them in the Geometry Shader phase based on its successor, so my GS would require having access to the pairs (p1, p2)
, (p2, p3)
, (p3, p4)
. How can I achieve this? If I use the POINTS primitive I can only gain access to a single point at a time.
Please also note that this is a simplification, since in pratice I would need to have four points at a time, placed like the vertices of a cube. I have thought of using something like a line strip, but it doesn't provide enough points...
EDIT: To clarify, what I am actually trying to achieve is to have the CPU send a "cubic lattice" (?) to the GPU expressed as a set of points. My GS will have to take four of this points at a time, each representing one cube's vertex, and output triangles based on the attributes of these points.