On following the recommendations of this thread, I tried to achieve 'true quadrilateral interpolation' via a geometry shader as was suggested in slide 21 of an NVIDIA presentation.
I modified the ogl-330-primitive-smooth-shading sample in Groovounet's OpenGL Sample Pack as follows:
1)Changed the colors to match NVIDIA's presentation
2)Added the directive 'layout (lines_adjacency) in' to the geometry shader.
3) Create a static ELEMENT_ARRAY_BUFFER buffer whose contents held the following indices: { 0,1,3,2 };
4)Bound the named ELEMENT_ARRAY_BUFFER to the Right side rendering, and updated the draw call to the following:
However, the result of the rendering is the 'backslash' split that is referred to in NVIDIA's presentation. If I don't use geometry shader, the result is the 'slash' split. Is this a limitation of ATI/AMD hardware (no true QUAD support?) or am I doing something incorrectly. The code is running on an ATI Radeon HD 5000 series.Code :glDrawElementsInstancedBaseVertex(GL_LINES_ADJACENCY, 4, GL_UNSIGNED_SHORT, NULL, 1, 0);