I implemented the LoD with diameter from following withpaper NVidia TerrainTessellation WhitePaper. In Chapter "Hull Shader:Tessellation LOD" Page 7 there is a very good explenantion of the LoD with ...
Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a ...
I don't quite understand the documentation but if I was to tessellate a mesh using 3 control points in Direct3D11 with the "tri" domain am I right in thinking that SV_TessFactor is how many times to ...
I would just like someone to explain in relativly clear terms how hardware tessellation works considering it is the new buzzword with DX11. Thanks.