I draw vertex normals using geometry shader. Everything shows up as expected except that when I move the camera some lines partially disappear. First, I thought this was due to the frustrum size but I have other objects in the scene bigger than this one drawn just fine.
If anyone could give me any pointer how to get rid of this effect of line disappearing, I would really appreciate it.
Below is the code of my geometry shader
#version 330 core
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
in Data{
vec4 position;
vec4 t_position;
vec4 normal;
vec2 texCoord;
vec4 color;
mat4 mvp;
mat4 view;
mat4 mv;
} received[];
out Data{
vec4 color;
vec2 uv;
vec4 normal;
vec2 texCoord;
mat4 view;
} gdata;
const float MAGNITUDE = 1.5f;
void GenerateLine(int index) {
const vec4 green = vec4(0.0f, 1.0f, 0.0f, 1.0f);
const vec4 blue = vec4(0.0f, 0.0f, 1.0f, 1.0f);
gl_Position = received[index].t_position;
//gdata.color = received[index].color;
gdata.color = green;
EmitVertex();
gl_Position = received[index].t_position + received[index].normal * MAGNITUDE;
//gdata.color = received[index].color;
gdata.color = blue;
EmitVertex();
EndPrimitive();
}
void main() {
GenerateLine(0); // First vertex normal
GenerateLine(1); // Second vertex normal
GenerateLine(2); // Third vertex normal
}
Vertex Shader
#version 330
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 2) in vec3 Normal;
out Data{
vec4 position;
vec4 t_position;
vec4 normal;
vec2 texCoord;
vec4 color;
mat4 mvp;
mat4 view;
mat4 mv;
} vdata;
//MVP
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main() {
vdata.position = vec4(Position, 1.0f);
vdata.normal = view * model * vec4(Normal, 0.0);
vdata.texCoord = TexCoord;
vdata.view = view;
vec4 modelColor = vec4(0.8f, 0.8f, 0.8f, 1.0f);
vdata.color = modelColor;
vdata.mvp = projection * view * model;
vdata.mv = view * model;
vdata.t_position = vdata.mvp * vdata.position;
gl_Position = vdata.t_position;
};