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Geometry: shader should decide primitive mode always
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einarf committed Jun 20, 2020
1 parent 4adb5d9 commit f0eea1e
Showing 1 changed file with 4 additions and 3 deletions.
7 changes: 4 additions & 3 deletions arcade/gl/vertex_array.py
Original file line number Diff line number Diff line change
Expand Up @@ -271,7 +271,7 @@ def render(self, program: Program, *, mode: gl.GLenum = None,
mode = self._mode if mode is None else mode
vao.render(mode=mode, first=first, vertices=vertices or self._num_vertices, instances=instances)

def transform(self, program: Program, buffer: Buffer, *, mode: gl.GLenum = None,
def transform(self, program: Program, buffer: Buffer, *,
first: int = 0, vertices: int = None, instances: int = 1, buffer_offset: int = 0) -> None:
"""Render with transform feedback.
Expand All @@ -287,9 +287,10 @@ def transform(self, program: Program, buffer: Buffer, *, mode: gl.GLenum = None,
"""
program.use()
vao = self.instance(program)
mode = mode if mode is not None else gl.GL_POINTS
# mode = mode if mode is not None else gl.GL_POINTS
vao.transform(
buffer, mode=mode, output_mode=program.geometry_output, first=first, vertices=vertices or self._num_vertices,
buffer, mode=program.geometry_input, output_mode=program.geometry_output, first=first,
vertices=vertices or self._num_vertices,
instances=instances, buffer_offset=buffer_offset,
)

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