I'm trying to implement adaptive tessellation on pre-DX11 hardware. As a start I played a little with AdaptiveTessellationCS40 sample from DirectX SDK. Instead of .obj mesh I put a simple surface ...
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 have a 2D square grid of values representing terrain elevations, and I want to generate triangles from that grid to make a 3D view of the terrain. My first thought was to split each square ...
I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. ...
So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've ...
A little problem with my tessellation shader. I try to implement a simple tessellation shader but it only makes points. Here's my vertex shader : out vec4 ecPosition; out vec3 ecNormal; void ...
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 ...
What is so special about directx 11's dynamic tessellation? Can't it be implemented by hand, and just render geometry tessellated by your own code using older versions of directx? What are the ...
Does anyone know of a C/C++ library (or has some source code) that can generate and output (by which I don't mean render) a tessellation of a general quadric, i.e. a 3d surface defined by the matrix ...
It's easy to deal with the way locations interact on a clean Cartesian grid. It's just vanilla math. And you can kind of ignore the geometry of the sphere's surface for a bunch of it if you want 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.