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Latest Tessellation Activity

Variable subdivision creating artifacts

I'm currently implementing an algorithm found on this article that subdivides an icosahedron by variable which increases the resolution of a sphere like is seen in this image (notice how the faces are broken up), which for me is not quite working it subdivides in the way described but then leaves v…

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Having trouble rendering entire sphere

For future viewers, this is how my sphere looks like now, also, here are the correct coordinates

    float vertices[] = {
        //top-north-east
         0.0f, 1.0f,  0.0f,
         0.0f,  0.0f,  1.0f,
         1.0f,  0.0f,  0.0f,

        //top-north-west
         0.0f,  1.0f,  0.0f,
        -1.0…
5,289 views
GeometryShader shows an incorrect normals with using tessellation

Problem has been fixed. uvScale had an invalid Value, so HeightMap.SampleLevel always was zero.

5,922 views
Snow trails using tessellation

Not a problem! I hope that it helps. ^_^

5,767 views

RobMadison said:

you can also draw a large grid using triangles and tessellate each triangle based on the control points’ positions.

Yes, that is typically how it's done - the vertex shader gets the distance and passes it on to the tessellation control stage, one place or the other, it's decided what…

4,646 views
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