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'm learning GLSL tessellation and wrote a program to tessellate a triangle. I use glPatchparameterfv to specify inner and outer tessellation level, so no tessellation control shader is used. The problem is nothing shows up after tessellation shader…
I wanted to create TINs from 3D points (about 7 million in every file) using qhull.
can anyone suggest a place where i could probably see how to do this? thanks!
I ran across Phong Shading while looking at the Source Engine. The desription sounds very much like Tessellation. But when I looked it up, I didn't really find anything directly comparing the two. Now in DirectX Tessellation isn't used like Phong…