Geometry shader
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There's no problem with having new vertex formats in the existing API. Also, it's exactly the task of a render engine to manage the matrials and render states properly and efficiently. I'm not sure why there would be any problem to implement the current things in dx10 and thereby, e.g., adding geometry shaders for DirectX. And many other things, which become available that way. Also, OpenGL has all these things already via extensions, so OpenGL will be always at least at the same stage as the DirectX driver.