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I just have a few months of OpenGL experience, just starting to get the hang of it.

I find geometry/vertex/fragment shaders to be very powerful. You have a few parameters that translates into a complex representation. One layer of your program can compute these parameters, the "model" only, and sharers can do the "view" part. That gives you a good separation of concerns and a lot of flexibility.

It's a pity that OpenGL ES 2 doesn't have geometry shaders. I think the CPU could totally take over this part in case the GPU doesn't support it and if proper shim libraries were present.

Is there any library that helps unfolding a model into vertexes / vertex attribute parameters / uniques, etc? Maybe one that uses the language of the geometry shaders?

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  • \$\begingroup\$ "Is there any library that helps unfolding a model into vertexes / vertex attribute parameters / uniques" Yes but this is a different story than using a geometry shader. \$\endgroup\$ – concept3d Sep 7 '14 at 8:49
  • \$\begingroup\$ What's your recommendation? On a side note, I think geometry sharers could totally do the job... but probably it's just a wishful thinking to have such a compatibility library. \$\endgroup\$ – Tamas Sep 7 '14 at 9:03
  • \$\begingroup\$ Well depending on what is the job. Regardless there are libraries like openmesh.org but it might be too complex for your task. it all depends on what you want, if your task is simple just do it without a library. \$\endgroup\$ – concept3d Sep 7 '14 at 9:07

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