I’d like to get the primitive type into a glsl (advance) POP. I see that I can use TDNumVertsPerPrim to get the number of points, but I need to distinguish between a 3/4 point line strip and a triangle/quad.
Is there a workflow for this yet?
Hi Josef, currently there is no way to know, maybe we can add a getPrimType() which returns an int matching an enum, or a isLineStrip() function.
Not sure if that’s helpful with what you’re trying to achieve, but when TDNumVertsPerPrim() is available, with the “Needs Num Verts per Primitive” toggle, currently the compute shader is run once per primitives batch, triangles first, then quads, then line strips
Thanks for your quick replies!
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