Hi Ahmed,

Since your fragment is not executed (your point should be at least red) there might be 2 ways to inspect. 1. Is the shader really set to the correct state set? Try some simple non-geometry shader to see if it is working in general. 2. Are there errors when using the shader? Some drivers don't produce an error if the passed primitive doesn't match the geometry-shader type.

Check the output of the console and try a less complicated shader to see where it fails.

Cheers
Sebastian
Hi,

I'm trying to generate a cube using GLSL shaders. The basic idea is to pass a 
single vertex that represents the center of the cube, and let the geometry 
shader do the calculations. No luck so far, the only output I get is a single 
white pixel (point) in the center of the screen. C++/GLSL code below, any ideas 
are appreciated.

Thank you!

Cheers,
Ahmed

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