//-------------------------------------------------------------- void testApp::setup(){ ofSetLogLevel(OF_LOG_VERBOSE); ofBackground(50, 50, 50); ofSetVerticalSync(false); ofEnableAlphaBlending(); shader.setGeometryInputType(GL_LINES); shader.setGeometryOutputType(GL_TRIANGLE_STRIP); shader.setGeometryOutputCount(4); shader.setup("shaders/vert.glsl", "shaders/frag.glsl", "shaders/geom.glsl"); printf("Maximum number of output vertices support is: %i\n", shader.getGeometryMaxOutputCount()); // create a bunch of random points float r = ofGetHeight()/2; for(int i=0; i<100; i++) { points.push_back(ofPoint(ofRandomf() * r, ofRandomf() * r, ofRandomf() * r)); } glEnable(GL_DEPTH_TEST); }