
We will do a course subdivision of our terrain. We'll set up our VBO as the set of vertices that represent our quad. In the next chapter, we'll see an instance where we'll have more verticies used. Interpolation calculation, the number of vertices may vary.
Cool tessellation gradients Patch#
Here we are specifying that each set of four verticies refer to a single patch (which matches our quad subdivision previously). The number of vertices per patch is specified CPU side via the OpenGL command below: A patch is an abstract primitive that is comprised of a set of n vertices that will be interpolated between. Is a patch denoted by the constant GL_PATCHES. When dealing with tessellation, our new primitive type The first step is to specify the number of vertices that make up each of our primitives.

Cool tessellation gradients code#
The sample shader code will user OpenGL 4.1 for cross-platformĬompatibility between OS X, Windows, and Linux. Using OpenGL 3.3 or earlier will result in errors. The Tessellation Shaders to be discussed are only available This should not be a technicalĬoncern as Windows and Linux support OpenGL 4.6 and OS X only supports OpenGL 4.1. Tessellation Guest-Articles/2021/Tessellation/Tessellation Tessellation Chapter II: Rendering Terrain using Tessellation Shaders & Dynamic Levels of Detail In order to complete this chapter, you will need to be able to create an OpenGL 4.0+ context.
