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Latest Tessellation Activity
![Having trouble rendering entire sphere](https://uploads.gamedev.net/forums/monthly_2023_04/231dacfc8abb42d7bf62aa0b11beca79.image_2023-04-14_135516314.png)
For future viewers, this is how my sphere looks like now, also, here are the correct coordinates
float vertices[] = {
//top-north-east
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f,
//top-north-west
0.0f, 1.0f, 0.0f,
-1.0…
![GeometryShader shows an incorrect normals with using tessellation](https://uploads.gamedev.net/forums/monthly_2022_03/8724e1e7960b4fd8a07a448f5d1d880c.GeometryShaders-Normals.png)
Problem has been fixed. uvScale had an invalid Value, so HeightMap.SampleLevel always was zero.
RobMadison said:
you can also draw a large grid using triangles and tessellate each triangle based on the control points’ positions.
Yes, that is typically how it's done - the vertex shader gets the distance and passes it on to the tessellation control stage, one place or the other, it's decided what…
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