diff options
author | Adrian Kummerlaender | 2018-12-16 22:09:17 +0100 |
---|---|---|
committer | Adrian Kummerlaender | 2018-12-16 22:09:17 +0100 |
commit | ce334547f0f0560386ca8b97f354d83da68019a5 (patch) | |
tree | 2c4e148a7e8052779da70d9cf1767cea5c44926d /LICENSE | |
parent | 52cbbff72bd5516b5f325d1c88e4fcd8ca67f989 (diff) | |
download | compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar.gz compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar.bz2 compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar.lz compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar.xz compustream-ce334547f0f0560386ca8b97f354d83da68019a5.tar.zst compustream-ce334547f0f0560386ca8b97f354d83da68019a5.zip |
Generate fluid display using geometry shaders
This should provide much more flexibility.
For our purpose it would be useful if the vertex shader was executed
after the geometry shader (to apply the projection matrix) but alas
this is not the case. Thus the MVP matrix is applied during geometry
construction and the vertex shader only provides density extraction.
Diffstat (limited to 'LICENSE')
0 files changed, 0 insertions, 0 deletions