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 came across this issue when I was trying to triangulate Text entities using GLUtesselator. However, it can occur during triangulation of any polygon using GLUtesselator. The problem is that sometimes GLUtesselator generates zero-area triangles.…
For simplicity of the problem let's consider spheres. Let's say I have a sphere, and before execution I know the radius, the position and the triangle count. Let's also say the triangle count is sufficiently large (e.g. ~50k triangles).
Would it be…
I want to do a voronoi tessellation in a closed domain but I can't identify where I'm going wrong. The problem is that the domain where I want to do the tessellation is a rectangle
here is the code if anyone can help i appreciate it.
I can't…
I am working on a script which generates Centroidal Voronoi Tesselations (CVT) of open surfaces in 3D space. The surfaces can be thought of as partial surfaces of smooth objects, represented by a point cloud. A simple example would be the top half…
I have a group of tessellations forming a 3D shape and I need to find the section(s) with least cross section radius in it
Following is the visual aid for understanding this problem:
Assume that each rectangle in the A,B and C is a tessellation and…
Is there a way or a package in R to draw/plot semi-regular tessellations of 2 or more regular convex geometric shapes, (i.e. hexagons+triangles) such as the ones found in the links below?
http://mathworld.wolfram.com/Tessellation.html
I have been…
I registered a CALLBACK using:
gluTessCallback(tess, GLU_TESS_COMBINE, (GLvoid(*)()) &scbCombine);
Where scbCombine is a function directly in the same .cpp file:
void CALLBACK scbCombine(const double newVertex[3], const double *neighborVertex[4],…
Solution: Drawing tessallated LineLoops in OpenGL/GLSL
I am using OpenGL and GLSL to draw LineLoops on a sphere (Borders on a Planet).
Since the points defining the lines are given by user input they do not have high enough precion to prevent…
When I try to compile Tesselation Control Shader and Evaluation Shader, I get the syntax errors. GLSL code exactly the same with tutorial code, which I use, except version of core.
GLSL code:
//Control shader
#version 400 core …
I am learning tesselation shaders and followed a link from the OpenGL wiki to:
http://voxels.blogspot.de/2011/09/tesselation-shader-tutorial-with-source.html
I ported the quad tesselation example to Mac OS X but it only renders half of the lines at…
I'm trying to draw a two patches of rectangle (for tessellation) and I want to draw them from 0,0 to 1,1 and other from 1,0 to 2,1
I'm using GL_PATCHES to send a quad to my graphics pipeline
My vertex data in homogeneous coordinates is
float…
I am trying to learn tessellation shaders in openGL 4.1. I understood most of the things. I have one question.
What is gl_InvocationID?
Can any body please explain in some easy way?
How can I change the tesselation leveln during runtime?
My only idea is to create a bufferobject with only one variable, which I have to pass through... Are there any better solutions?
I have a tesselation control shader file which works…
I'm working on a spatial stacking problem... at the moment I'm trying to solve in 2D but will eventually have to make this work in 3D.
I divide up space into n x n squares around a central block, therefore n is always odd... and I'm trying to find…
I am currently implementing Shadow Mapping and I came accross a part of weird logic in my program, I use the following program:
light.vs.glsl
#version 440 core
layout(location = 4) uniform mat4 light_mvp;
layout(location = 0) in vec4…