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Home/ Questions/Q 421673
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Editorial Team
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Editorial Team
Asked: May 12, 20262026-05-12T19:00:22+00:00 2026-05-12T19:00:22+00:00

I’m currently using a VBO for the texture coordinates, normals and the vertices of

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I’m currently using a VBO for the texture coordinates, normals and the vertices of a (3DS) model I’m drawing with “glDrawArrays(GL_TRIANGLES, …);”. For debugging I want to (temporarily) show the normals when drawing my model. Do I have to use immediate mode to draw each line from vert to vert+normal -OR- stuff another VBO with vert and vert+normal to draw all the normals… -OR- is there a way for the vertex shader to use the vertex and normal data already passed in when drawing the model to compute the V+N used when drawing the normals?

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  1. Editorial Team
    Editorial Team
    2026-05-12T19:00:23+00:00Added an answer on May 12, 2026 at 7:00 pm

    No, it is not possible to draw additional lines from a vertex shader.

    A vertex shader is not about creating geometry, it is about doing per vertex computation. Using vertex shaders, when you say glDrawArrays(GL_TRIANGLES,0,3), this is what specifies exactly what you will draw, i.e. 1 triangle. Once processing reaches the vertex shader, you can only alter the properties of the vertices of that triangle, not modify in any way, shape or form, the topology and/or count of the geometry.

    What you’re looking for is what OpenGL 3.2 defines as a geometry shader, that allows to output arbitrary geometry count/topology out of a shader. Note however that this is only supported through OpenGL 3.2, that not many cards/drivers support right now (it’s been out for a few months now).

    However, I must point out that showing normals (in most engines that support some kind of debugging) is usually done with the traditional line rendering, with an additional vertex buffer that gets filled in with the proper positions (P, P+C*N) for each mesh position, where C is a constant that represents the length you want to use to show the normals. It is not that complex to write…

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