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.
I am trying to tesselate a quad to have a regular grid pattern as shown in quad on the left of the image. But what I am getting from the opengl tesselation is irregular pattern as you can see on the quad on right of image. Is there a way that I can…
I implemented a simple distance based LOD for future terrain rendring using tesselation control/evaluation shader in openGL. Surptisingly, I still get cracks (T junctions) in my output...
The shader code is
uniform mat4 pvmM;
uniform vec4…
I am using the gluTess* functions to draw non-convex polygons. To avoid redoing the tesselation at every step, I store the result in an array and use the vertex array capabilities of OpenGL to draw.
My problem is that, for some reason, the first…
I want my renderer to be able to use tesselation shaders, but when it comes to run, the debugger says
%s
Link info
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error: "v_color" not declared as an output from the previous stage
and I do not know what does it exactly mean.
v_color is…
I recently started learning tessellation and today I was trying to draw a triangle after tessellation so that I can see all the tessellated smaller triangles using glPolygonMode(GL_FRONT_AND_BACK, GL_LINE). But for some reason the output is just a…
Triangles, squares and hexagons can all be used to fill a surface (tessellation).
For now let's assume the surface has a limited number of tiles (triangles, squares or hexagons)
The goal is to define a line that touches each tile so that points that…
I’m trying to convert a 2D map created in my map editor to a 3D plotting with OpenGL. This is my map generated in my map editor:
Those vertices are relative to my Cartesian origin world coordinate (top up of the picture) and I’m applying this…
I am working on a piece of software which generated a polygon mesh to represent a sphere, and I want to cut a hole through the sphere. This polygon mesh is only an overlay across the surface of the sphere. I have a good idea of how to determine…
I've got the book "OpenGL SuperBible Seventh Edition" and I'm now wondering
how the tesselation works?
I'm currently in chapter 3 of the book and I do not really understand the
explanation of the tesselation with the tesselation control shaders, the…
I am trying to render a local elevation data on World Wind. And then use the world wind's tessellation algorithm to tessellate the data and render it on the globe.
I know about the LocalElevationModel. and I was able to store a DEM file using…
I'm trying to get an LOD working with the tessellation shader. I have a simple sphere which is tessellated with a 5 rings et 5 sectors at the begining. I would like the sphere to increase its details when the camera is approching. But the new…
I am having problems calculating normals after tesselation.
Currently I have code which samples height map and calculates normal from that:
float HEIGHT = 2048.0f;
float WIDTH =2048.0f;
float SCALE =displace_ratio;
vec2 uv = …
I've fairly new to shader programming, I've some work on xna/directx9 but now I'd like to shift to c++/directx 11. I started reading about hull/domain shader for tesselation from this article…
I would like to be pointed to information / resources for creating algorithms like the one illustrated on this blog, which is a subdivision of a polygon (in my case a voronoi cell) into several boxes of varying…
I'm sorry to ask such a vague and generic question, but I need to write a set of tools that will aid people in creating 2D and 3D geometric patterns.
Does anyone know any good online resources that discuss pattern logic and algorithms (Wikipedia…