Advertisement

Latest Tessellation Activity

Variable subdivision creating artifacts

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] +…

2,224 views
Advertisement
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…
5,820 views
GeometryShader shows an incorrect normals with using tessellation

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

6,264 views
Snow trails using tessellation

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

6,217 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…

5,061 views
Advertisement
Advertisement
Advertisement