8:00 – 9:30 VISIBILITY
- Checking up on email, trying to get access to the presentation slides for the demo, etc. I won’t steal Mikes thunder about progress with getting VISIBILITY swfs running
9:30 – 4:30 FP
- Advanced Shaders (Chapter 11)
- Geometry shaders run once per primitive. This means that it’ll run once per point for GL_POINTS; once per line for GL_LINES, GL_LINE_STRIP, and GL_LINE_LOOP; and once per triangle for GL_TRIANGLES, GL_TRIANGLE_STRIP, and GL_TRIANGLE_FAN.
- GL_LINES_ADJACENCY, GL_LINE_STRIP_ADJACENCY, GL_TRIANGLES_ADJACENCY, and GL_TRIANGLE_STRIP_ADJACENCY allow the geometry shader to get at the vertices that are adjacent to the particular piece of geometry that we’re interested in. I’d assume that we can also manipulate those pieces, though I’m not sure that’s a good idea.
- Convolution filters can be generated as a texture (even an image), and then used to modify what’s being rendered. For example, the following should be usable as a blur filter, assuming that the weights add up to 1.0 (which could be done as a pre-processing pass on the data before the texture is made):

- Got the demo that uses a fragment shader to draw a Julia Set kind of working.
- Tried to start Uniform Buffer Objects, but discovered that my brain was full.
