Tessellation is a 3D graphics feature that allows detail to be dynamically added to geometry at runtime. This is accomplished by programmatically subdividing and displacing polygons using shaders. This feature was introduced into mainstream realtime graphics with OpenGL 4.0 and DirectX 11.
It's pretty hard to render the data I generate, if I want to use one vertex array format only.
I tried to provide GLU_TESS_EDGE_FLAG_DATA callback, but it made my program crash. (also tried without "_DATA" in end, same effect).
How can I get it to…
I'm trying to use GLUtesselator to produce 3D extruded text in OpenGL. Here is the relevant code:
private boolean createText(final String displayText)
{
final Font font = new Font("Times New Roman", Font.TRUETYPE_FONT, 3);
final float depth…
Related questions: 1, 2
In my OpenGL project I use GLUTesselator to split concave polygons (which comes from external source) to triangles, which are fed to OpenGL through VBO after that. Now I'm estimating adding DirectX back-end.
I can use 3-rd…
I've seen many terrains in wire mode and all of them used triangles. I get it if you use it for different heights BUT why do people use so many triangles for flat areas in their terrain? If there is a large flat area wouldn't it be wise to create…
In generating Voronoi Tesselations from a set of lat/lon points, I am getting an error that seems to occur when a certain point is used as part of the inputs.
To isolate the problem, I removed and added these points into the input one by one, and…
I am trying to move all the meshes ,of which the loaded obj file is made of, away from each other so that user can see all the meshes.
I am trying to mimic the following example
Demo
Go to the link click on explode icon in the UI tray and move the…
I have the following picture which is a photo of pancreatic cells
What I would like to do is being able to get the membrane of each cell (red filament) and then do a tessellation in order to get an idea of the length of a filament.
So far I have…
On the Internet I found some examples of TCS code, where gl_TessLevel* variables are set only for one output patch vertex
// first code snippet
if ( gl_InvocationID == 0 ) // set tessellation level, can do only for one vertex
{
gl_TessLevelOuter…
I'm having trouble understanding the math behind this function. I would like to hear the logic behind the formulas (especially what is this tangential and radial factor) written here to create points which later (when it send the vec3 array to a…
I'm looking for an API that is open sourced and that can take contours of verticies as input and return verticies of triangles. I would also like it to support different winding rules. Thanks
I'm using the OpenGL SuperBible 6th edition, and learning about tessellation shaders. I get a INVALID_OPERATION error from gl::DrawArrays. This is my code:
extern crate libc;
extern crate glutin;
extern crate gl;
use std::io::Read;
fn main() {
…
I am using tessellation in order to transfer non triangled polygons to triangle polygons.
I am trying to save the data in variable and run the tessellation code once while saving the data. The code use the saved data in order to draw it in draw…
The OpenGL spec. says:
The variable gl_PrimitiveID is filled with the number of primitives processed
by the drawing command which generated the input vertices. The first primitive generated by a drawing command is numbered zero, and the primitive…
I'm trying to tesselate a simple triangle using the Golang OpenGL bindings
The library doesn't claim support for the tesselation shaders, but I looked through the source code, and adding the correct bindings didn't seem terribly tricky. So I…
I am writing a function to generate a sphere using triangles to tessellate it, but what I want is for the triangles to all have different colors. However, when I run the code, it creates a sphere but the colors range from light blue to black with no…