So from playing around with it so far, I gather that GLSL geometry shaders work after the input vertices are transformed by the projection/modelview matrices. In other words, the geometry shaders processes things on clip coordinate.
What if I was to use the geometry shader to transform GL_POINTS into, say, cubes made out of GL_TRIANGLES
? When calculating things on clip coordinates, the resulting shape always seem to face you / ignore rotations/scaling etc.
Also, it seems that GL_TRIANGLES
is not supported as one of the possible geometry output types. But I tried anyways, and it seems to work. I suppose this is video card dependent? Is it possible to make cubes if GL_TRIANGLES
is not supported? Make zero width triangle strips in between spaces maybe??