Vert and frag programs for both:
Code: Select all
// Vert
void main()
{
gl_Position = ftransform();
}
// Frag
void main()
{
gl_FragColor = vec4(1.0);
}
Code: Select all
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
void main()
{
for(int i = 0; i < 3; i++)
{
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
Code: Select all
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
void main()
{
for(int i = 0; i < 2; i++)
{
gl_Position = gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
Triangle
Line
And yes, I have properly set the compile targets and primitive type parameters in my "addHighLevelShaderMaterial" call. I've come to notice that even if I have the primitive type set to something aside from EPT_TRIANGLES and EPT_TRIANGLE_STRIP the triangle code still works. I've even tried a "points" pass-through (uses only 1 vertex) to no avail.
Running Irrlicht 1.8 on a Radeon Sapphire HD 5770.
Regards,
Tannz0rz