7 years, 2 months ago
Highlights
Community contributions featuredWhat he's looking for isn't quite the winding, but where the quad -> tri split is. The TES is more for making sure things are culled correctly, and I doubt it would fix this…
7 years, 2 months ago
7 years, 2 months ago
We have a game here using a straightforward deferred lighting approach, but we'd like to get some lighting on our translucent objects. In an attempt to avoid recreating all the…
11 years, 6 months ago
So, I'm trying to use SV_InstanceID as an extra input to a shader, to pick from a small set of vertex colors in code. It seems to completely ignore the last argument of D…
11 years, 11 months ago
So, I'm trying to use SV_InstanceID as an extra input to a shader, to pick from a small set of vertex colors in code. It seems to completely ignore the last argument of D…
11 years, 11 months ago
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See all in DiscussionsWhat he's looking for isn't quite the winding, but where the quad -> tri split is. The TES is more …
7 years, 2 months ago
The spec leaves the internal edges up to the implementation. https://www.khronos.org/opengl/wiki/Tessellation
7 years, 2 months ago
Because that is what makes a perspective projection have perspective. The division is what makes things shrink as they move …
7 years, 4 months ago