I'm trying to render a cubic bezier surface with geometry shader so i have 16 control points which are all vec3s i change them to vec4s with w = 1 added in vertex shader
and here's the problem:
the geometry shader takes an array of vertices in form of primitives right?(such as points, lines, triangles) and they only can get max of 6 vertices (case of triangles adjacency) each time BUT i have to know all of 16 vertices (which are control points of a cubic bezier surface) before i draw anything.
how can i solve this problem? is glDrawArrays() not the function I should use?