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An interesting issue with points and shaders
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An interesting issue with points and shaders



Hello again Experts,

I am writing a small particle system demo. It uses the attached vertex, geometry and fragment shaders to draw the particles. The geometry shader is a dummy pass through shader just passing the vertex position which is simply an index to a 2D texture containing the actual position. The particle position texture is updated using a fragment shader in a different part of the program that works fine.

The trouble is that I can only read the particle position from texture in the geometry shader if I also use the same texture in the fragment shader. I have to actually read something from the texture. Just having the sampler is not enough.

To be precise, if I comment out the two dummies in the (attached) fragment program, the particle system ceases to work. If I just remove one dummy, the corresponding texture read in the geometry shader does not work.

In some of my experiments I could also make it work by simply removing the fragment shader but then the textures would, not so surprisingly, influence the color and of course I could not disable the texturing. It also does not work if I read from the texture in the vertex shader, so the problem is about using textures in either the vertex or geometry shader while ignoring them in the fragment shader.

I would assume that this is a wild bug that only occurs in conjunction with the point primitive. My platform is a MacBook Pro with a Geforce 8800M GT running Tiger 10.4.11

Has anyone else encountered this?

If you are interested in reproducing the bug, I will be happy to also supply the C++ program.

Cheers
Andreas


Attachment: particle_place.vert
Description: Binary data

Attachment: particle_place.geom
Description: Binary data

Attachment: particle_place.frag
Description: Binary data

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