November 30, 2017
Tessellation
Now that we can conveniently show the wireframe of rendered triangles, we move on to subdividing them on the GPU. While conceptually straightforward, tessellation is a complicated process for the GPU to pull off, requiring multiple stages that we have to program.
Comments (2)
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Nayef Livio Derwiche · May 22, 2018
Hello catlike, I have a question, if I want to do tesselation on a big terrain, so my terrain is seperated on different meshes, how do I keep the coherence between the different meshes, in order to avoid seams and holes? By the way, your work is amazing, thank you!
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Catlike Coding · May 23, 2018
As long as you use the same data and approach, you get the same tessellation factor. So make sure that the vertices are aligned and you're tessellating based on edge length and view distance.
