For a CAD application I want to draw thick lines with rounded end caps.
I’m completely new to openGL, so I’m wondering where I should put my tessellation code. In my backend I store the location of the start point, a direction vector (which also specifies its length) and a thickness for each line. As far as I understand I’ve the following options:
- Do full tessellation on the CPU for every line.
- Tessellate a unit length line for each thickness I need and use a vertex shader to position (and stretch) the unit line in the openGL world.
- Only send the position and direction vectors and thickness to the GPU and do tesselation there using a geometry shader.
I’m not sure whether it’s actually possible to do the last. What would be the best option?
Thanks in advance.