You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Gemotry shaders are used to render shadow depth maps. Since we need to render the same set of objects for each splot, instead of submitting the drawing commands for each splt, we achieve that with a single command with a geometry shader.
After a system upgrade, the code I wrote no longer works. As this ticket from LunarG, geometry shaders have been removed:
https://vulkan.lunarg.com/issue/view/63b424725df11200d569af21
Does the deferred shader in this book really use geometry shader? I only remember using vertex and fragment shaders, and they are done in two passes.
The text was updated successfully, but these errors were encountered: