Procedural Geometry: General question about VS and GS

Hey guys,
I’m still trying to wrap my head around procedural geometry and outputting a vertex shader with a geometry shader instead of directly drawing it with a pixel shader. What I’m mainly trying to understand is generating triangles, face normals and tangents from an existing Vertex Buffer and then outputting the resulting triangle stream via a Geometry shader. Are there any good examples of a shader like that lying around somewhere either for beta or stride to get a better understanding?

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