Hi all,
I’ve been stuck struggling with this for the past 3 days, and am at the end of my rope. The glslShader plug-in that ships with Maya demonstrates that it does work (see bottom of README), but I can’t get it to work outside of that plug-in.
The pixel shader just seems to stop getting input with a geometry shader in the mix. I’ve tried simply passing data from the vertex to pixel shader via the geometry shader, but for some reason having the geometry shader in the mix completely kills any drawing, without throwing any error.
Ultimately, I’d like to do as much of my plug-in development as possible in Python, and drawing is currently the main culprit when it comes to performance. I’d like to offload some of that burden to GLSL, and draw both geometry and gizmos and visualisations of all kinds by passing tiny amounts of data from Python to OpenGL.
glslShader plug-in?Hmm.
My theory is that there is something I’m not passing along. The glslShader example passes “geometry requirements” and “mutators” into the mix that I’ve yet to fully understand. Another theory is that I also need a “control shader”, and although the TesselationExample does include those, the SilhouetteExample does not and it also works just fine.
Anyone know what’s going on?
Best,
Marcus