glslCreatePOP combine new prims with input

I think the glslCreatePOP should have the option to keep the primitives from the input and just add the new primitives. Also, what is the indirect toggle parameter for?

GLSLCreate_ProximityTriangles.toe (8.2 KB)

Hi Josef,
You can read from the input index buffer so if you just want to append the same type of primitives it’s already possible though a bit convoluted, added a simple example in toe above.

Indeed it could be useful, I was going to suggest otherwise to just create the new prims and merge POP but then you’d have to delete the duplicated points…

Otherwise the indirect toggle is for when you only know how many primitives you’ll have in the shader, then you can provide it by writing to TDNumPrims[0]
See some examples in the toe above as well.

Otherwise thanks for trying it, this is still quite preliminary, we’re planning on making it more full featured, eventually combining it with the GLSL Advanced POP (which is being reworked as well) if it makes sense.

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Thanks vincent!