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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Get all points within a triangle is causing an overflow

Well I'm lacking GraphicsPath in Unity (to fills polygon, draw them with and outline and utilities with shapes in general), so I'm doing my own implementation of it. Well, we could debate also which is the best option, but actually, I prefer this…
z3nth10n
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Understanding tessellation shaders

I am trying to use the tessellation shaders in OpenGL ES 3.2, and have tried to follow 2 different tutorials without success. I am currently drawing a flat rectangle, the goal is to elevate its surface. I receive the vertices in the vertex…
Makogan
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Ratios of tiles to vertices in tilings of 2D with trivalent vertices

Consider a tiling of 2D space with polygons (tiles do not have to be the same shape). If every vertex must be connected to three lines, can we make a statement about the ratio of vertices to faces? In the hexagonal and truncated hexagonal tilings…
dano
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How to do Voronoi tessellation of 100 points on a unit square multiple times

Briefly, I am going to do the Voronoi tessellation of 100 points, and create different sets of 100 points 1000 times and do the tessellation for each set of the points. I created points…
Fatih
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OpenGL TCS — limits on size of per-patch array

I'm somewhat confused about using arrays as per-patch variables in the TCS (and TES) of the OpenGL pipeline. The basic TCS example below works, but as soon as I increase the size of anotherTest to something above 32, I get 0(5) : error C5041: cannot…
Ailurus
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Strange behaviour of HLSL pow() function using DirectX 11

I'm programming a DX11 SM5.0 terrain hull shader along the lines of many examples such as Frank Luna's. While investigating the reason for crazy flickering of the (wireframe) terrain, I've homed in on what seems to be a problem with the pow()…
Barbarian
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Given a patch tessellated with triangles, how to modify its new vertices positions?

I have created a tessellated plane through triangle tessellation. I would like to make each internal new triangle move up and down on the y axis, independently from the others. I would like to modify their gl_Position to do so, in either TES or TCS,…
jovchaos
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how to pass GL_PATCHES

I am trying to create an example of an interpolated surface. First I created an example of an interpolated trefoil. Here the source of my example. Then I had to noticed that the animation is pretty slow, around 20-30FPS. After some papers, I know…
TimDor
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Passing data through shaders

How it possible to pass data through shaders, when using vertex, tess. control, tess. evaluation, geometry and fragment shaders. I've tried using interface block this way. //vertex shaders out VS_OUT { ... } vs_out; Than I wrote this code in…
Peter
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OpenGL TES, possible to have adjacency information in output?

I am wondering whether a Tessellation Evaluation Shader (TES) can somehow output adjacency information that can then be used by a Geometry Shader (GS). Let's take as example a TCS/TES combination rendering some isocurves using layout (isolines,…
Ailurus
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Can I skip implementing tessellation shader in OpenGL?

Yesterday,I bought a book about OpenGL 4.5 and the thing is that the project I am now working on doesn't require any tessellation features in order to pass. So I want to skip implementing tessellation shader among many other stages of OpenGL…
Windforces
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Strange behavior of tessFactors inside tessellation stage

i've noticed some super stange behavior on my nvidia 860m. Im programming some 3d engine and i'm using tessellation for terrain rendering. I use a simple quad tessellation algorithm. struct PatchTess { float EdgeTess[4] : SV_TessFactor; …
kaiser
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Error X3502: ds_5_0 tessfactor missing

I am getting the above error from my shader. Hull shader code snippet: struct ConstantOutputType { float edges[4] : SV_TessFactor; float inside[2] : SV_InsideTessFactor; }; ConstantOutputType PatchConstantFunction(InputPatch
AdamW95
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Tessellation transition

I want to implement tessellation transition from fine to coarse geometry and vice versa for terrain rendering which doesn't introduce discontinuities (cracks). Real-time performance is not required i.e. it can be view-independent. What do you think…
Mitja
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Looking for code samples for Direct3D tessellation

I am trying to learn how to use the Direct3D function D3DXTessellateRectPatch: msdn.microsoft.com/en-us/library/bb205471(v=VS.85).aspx I have found the MSDN documentation quite useful and have been able to implement tessellation of a single…
Миша Кошелев
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