Latest Tessellation Activity
For anyone in the future coming to this thread, I solved it see here https://gamedev.stackexchange.com/a/212003/169956
In case that link expired all that I changed was going to the icosahedron_verts_refine
function and changing the line new.vert_count = starts[i] + j;
to uint32_t index = starts[i] +…
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…
Problem has been fixed. uvScale had an invalid Value, so HeightMap.SampleLevel always was zero.
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…