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Thread: Geometry Phenomenon

  1. #1
    Join Date
    Jan 2007
    Posts
    11

    Default Geometry Phenomenon

    Hello all, I am working on a geometry shader phenomenon which will combine a render options write node and a fb append shader into a single node and have some questions regarding geo shaders as phenom.

    Firstly, I have found another thread where Bart hinted at there being some recent bug fixes regarding geometry shaders in phenom and I would like to know what are the existing caveats and affected sw versions.

    Second, I would like to know how to chain two geometry shaders together in a phenom. Ideally, the render opt shader would act as root, with the fb append shader an input, so that I could enable and disable evaluation of the fb creation within the options via switches. Both shaders do their work during init, and so I am a unsure which way to chain them together: Is there a 'message' or 'shader' type parameter which I can use to force the parent to evaluate the child node? What is the typical way to chain geometry shaders together (if possible)? I am not making any calls to geo_shader_append, in fact, the shaders are (more or less) pass through.

    Thanks for your time, r

  2. #2
    Join Date
    Jan 2007
    Posts
    11

    Default

    I will add, in case it lights a bulb over any of you passers-by...

    I am trying to connect a geometry shader as a 'shader' type param to another geometry shader: Both do their work at runtime, although only one of them (parent) is calling it's _init routine at runtime. What I would like to do is force the connected geo-shader to run it's init function, be that by calling eval or mi_call_shader or some other function during the parent init.

    (The render settings shader has a switch to enable and disable the connected fb create shader at render time, and yes, I want to house the functions in separate shaders).

    r

  3. #3
    Join Date
    Nov 2008
    Posts
    232

    Default

    There aint anything like a geometry phen. You can attach more than one geo node to you geometry root with shader lists. There isn't any runtime for geoshaders either, nor it make sense to connect one to another. That's the other way around. If some stuff you setup in a geoshader must be available to a runtime shader or graph there are other ways to broadcast data. If the stuff you do in a geoshader require shader graph modifications you need probably to rebuild that from your geoshader directly.

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