I've spent a couple days looking for an answer to this - How can I access the newly created triangles of tessellation and generate normals for them? I've followed much of the shader code from the following tutorial: http://www.richardssoftware.net/2013/09/bump-and-displacement-mapping-with.html
I would like to use these normals so that I can correctly light the new triangles as part of my displacement mapping implementation. Can this be done? My other idea was to use bump mapping as well as displacement mapping in order to get the correct normals and bi/tangents. Would this be overkill? Would it look right?
Any advice would be greatly appreciated.