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0
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0answers
40 views

DX11 Tessellation LOD with diameter incorrect tessellation values [closed]

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 ...
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0answers
76 views

AdaptiveTessellationCS40 DXSDK sample issue

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 ...
2
votes
3answers
297 views

Tessellating to a curve?

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. ...
5
votes
1answer
221 views

Tessellation Texture Coordinates

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 ...
6
votes
4answers
456 views

Generating triangles from a square grid

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 ...
1
vote
0answers
149 views

Per fragment lighting with OpenGL 4.x tessellated model

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 ...
25
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3answers
6k views

How does hardware tessellation work?

I would just like someone to explain in relativly clear terms how hardware tessellation works considering it is the new buzzword with DX11. Thanks.
0
votes
1answer
278 views

OpenGL Tessellation makes point

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 ...
10
votes
2answers
1k views

What OpenGL version(s) to learn and/or use?

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 ...
4
votes
1answer
312 views

Directx11 / Tessellation

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 ...
1
vote
1answer
229 views

What are the tessellation factors Direct3D11?

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 ...
19
votes
9answers
3k views

When mapping the surface of a sphere with tiles, how might you deal with polar distortion?

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 ...
3
votes
2answers
437 views

Code to tessellate a general quadric

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 ...