On 23 October 2013 10:51, Eric Anholt wrote:
> Paul Berry writes:
>
> > When a geometry shader is present, the fragment shader gl_PrimitiveID
> > input acts like an ordinary varying, receiving data from the gs
> > gl_PrimitiveID output. When there's no geometry shader, we have to
> > ask the fi
Paul Berry writes:
> When a geometry shader is present, the fragment shader gl_PrimitiveID
> input acts like an ordinary varying, receiving data from the gs
> gl_PrimitiveID output. When there's no geometry shader, we have to
> ask the fixed function SF hardware to provide the primitive ID to th
When a geometry shader is present, the fragment shader gl_PrimitiveID
input acts like an ordinary varying, receiving data from the gs
gl_PrimitiveID output. When there's no geometry shader, we have to
ask the fixed function SF hardware to provide the primitive ID to the
fragment shader instead.
P