


The TES's job would be to take the abstract patch coordinate and use bicubic Bezier interpolation to interpolate the 16 positions on the patch to that particular location in the abstract patch. Genuine Leather Sling Bag Triangle Crossbody Bags Front Chest Day Pack One Shoulder Strap Backpack. For example, if you're creating a Bezier patch, you would have 16 patch vertices.
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The job of the TES is to decide how to use the abstract patch coordinate and the real patch vertex data to generate the actual per-vertex data to be used by the rendering pipeline. Genuine Leather Sling Bag Triangle Crossbody Bags Front Chest Day Pack One Shoulder Strap Backpack. The TES will be called that many times (at least it can be called multiple times for the same vertex), and it will be told where within the abstract patch that particular vertex is. So, if you tessellate a quad, and your outer levels are (4, 4, 4, 4) and the inner levels are (4, 4), that will generate 25 vertices. It's once per-vertex of the tessellated primitive. When not using tessellation shaders, you can pass a primitive type (GLTRIANGLES, GLTRIANGLESTRIP, etc.) to let OpenGL know how the vertex stream is representing geometry faces.Using tessellation shaders, GLPATCHES replaces these primitive type enums. But not per vertex in the GL_PATCHES primitive. The TES is a bit like a vertex shader it gets called once per vertex.

How many patch vertices you have is completely irrelevant to this process. If your TES specifies that the abstract patch is a quad, then the tessellator will perform tessellation on a unit quad. Triangle Tessellation - Etsy Check out our triangle tessellation selection for the very best in unique or custom, handmade pieces from our shops. The tessellation unit, the part of the pipeline that actually generates triangles (or lines), operates on an abstract patch. The actual tessellation hardware doesn't actually use your patch data.
