I currently have some VAOs and an index list. The idea is to process groups of 4 elements in the geometry shader. The way of picking the groups is if I have the list (1,2,3,4,5,6,7,8,...)
then the groups would be ((1,2,3,4),(5,6,7,8),...)
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After spending several hours of coding I realized that geometry shaders don't accept 4 vertex primitives. I would like to know if there is a way around it. Maybe choosing a "provoking vertex" and appending the other 3 to it as added properties in the vertex shader stage (I doubt that's possible, though).