Questions tagged [tessellation]

This tag refers to questions about increasing the complexity of a data-set through subdivision.

OpenGL/DirectX11

OpenGL and DirectX11 both have programmable tessellation generation on the correct hardware. OpenGL refers to the shaders as 'control' and 'evaluation' shaders, DirectX11 as 'hull' and 'domain' shaders. Commonly used for dynamic level-of-detail. Can be seen in many newer games and tech demos.

GLUTessellator

Tessellation may also refer to the functionality of GLUTesselator, which has functionality for creating concave and self intersecting polygons by splitting a complex face into multiple convex ones. There is a handy resource here.

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What can I do to position the new vertices from my Tessellation Evaluation Shader into a sphere?

I am about a quarter and a half away from the solution; I am able to generate one of the eight octants of a sphere using a tessellation evaluation shader, but I am unable to orient them in the correct way. Here is the code for my first attempt. I…
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How to get a quad tessellation where all the triangle diagonals slope the same way in Opengl?

When you set inner and outer tessellation level to the same value you get: But I wanna know how to get all the diagonals to slope the same way:
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how to compute the shortest distance from a point to triangle using tesselated data

i have to solve a distance problem and i´m getting pretty upset because i don´t know how to do it despite having tried nearly everything that i´ve found on the web... here´s my problem: i work in the automotive industry and we use tessellated data…
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What is the ordering of vertices being tessellated as quads?

What are the consecutive tessellation coordinates of the four vertices of a quad? In section 11.2 Tessellation of the OpenGL 4.6 documentation, the four vertices of a quad are addressed by their tessellation coordinates and their relation to the…
Tesik
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Shader Flipping Faces

I'm trying to construct a render engine using OpenGL and C++. but can't seem to get past this problem. The same model is being rendered 5 different times using different shaders, in 4 out of the 5 shaders the backface culling is working properly. In…
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How to Tessellate this shape?

I am trying to tessellate the following shape, as shown in the image below. (I do not have enough reputation to post images, so here it is. I am using python turtle graphics to try and have each shape fit into each other, but I don't know how or…
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How to create a tessellation with turtles in Python

I'm trying to create a rhombus tessellation pattern with the turtle graphics on python that looks like this image:…
Ally
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Terrain Deformation as per road profile in OpenGL/DirectX

I am planning to use OSG (Openscenegraph) for terrain deformation as per road profile. The road mesh has been generated separately and I shall put it on the terrain. The terrain generated by OSG must deform itself as per the road profile. Also…
umesh
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Drawing tessallated LineLoops in OpenGL/GLSL

I am rendering some LineLoops on a sphere (borders on a planet) and want to tessallate them into shorter lines to prevent long lines clipping into the sphere. Example: Here is my current source code: C++ draw call: void Border::Draw() const { …
Jhonny007
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synthesizing normals in tessellation shader

I've spent a bit of time researching this and can't find a good solution. My problem is finding an efficient way to create normals in a tessellation shader. I creating a mesh for a cave system procedurally then tessellating it in real time to…
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Tessellating hexagons over a rectangle

I have an infinite grid of hexagons, defined by a cubic (x y z) coordinate system like so: I also have a viewport -- a rectangular canvas where I will draw the hexagons. My issue is this. Because the grid of hexagons is infinite in all directions,…
user3760657
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GLSL tessellation control shader indexing gl_TessLevelOuter with gl_InvocationID

Why does the following tessellation control shader makes most triangles disappear? #version 410 layout(vertices = 3) out; void main(void) { gl_TessLevelInner[0]=1; gl_TessLevelOuter[gl_InvocationID]=gl_InvocationID+1; …
Remco Poelstra
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Tessellation and Geometry shader with GL_TRIANGLES_ADJACENCY_EXT

I have a little program that render terrain from some SRTM data. i'm playing a bit with glsl new featutes. I've successfully create a vs, tcs, tes, gs and fs where gs was only a pass through shader with: #version 430 layout(triangles_adjacency)…
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Simple Flat Plane Tessellation Shader

Part 1: So I want to create a basic tessellation program that takes a plane of quads and transforms it into a more, well, detailed/tessellated plane of quads. Such as the picture below. How much it gets tessellated would depend on user controls,…
danglingPointer
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Terrain tessellation and depth buffer

I am doing some terrain rendering and I've run in the some troubles. At this point in time I am just tessellating vertex patches then displacing them with a height map. My current problem is that the rendering looks pretty funky. I've been debugging…
Eugene
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