Sorry if this post repeats something already asked, but I can’t find anything.
I’ve used vertex and fragment shaders in my application, and now that I have a machine which supports OpenGL 3.2 I want to have a go with geometry shaders since I think they could give me a real speed-up.
I have the ARB_GEOMETRY_SHADER4 extension, but reading that carefully suggests that it will only deal with points, lines and triangles and because I am dealing with (engineering) Finite Element meshes I want to be able to import and export quads as well as triangles.
As I understand it the “core” implementation in OpenGL 3.2 may be able to do this, but I simply can’t find any documentation on it anywhere.
Can anyone point me to some documentation and/or an example using the 3.2 core capability? (Oh, and an up to date glext.h file with the necessary #define statements would be good too!)
Thanks in advance.