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    How do I enforce winding order for triangles generated by my tessellation shader? A little backstory: I'm tessellating some simple terrain. I have some patches which are modulo translated up to their own size, so the patches are repeated while giving an effect of being an endless supply of patches to either side. I'd like to only translate them up to one unit instead, so that the far reaches of all my patches don't change by the full patch size, but only by one unit. However, the winding order of the triangles differ, and 4 texels in the heightmap render different depending on the winding order, so I'd like to enforce the winding order for all the generated triangles. Is there any way to dictate the triangle winding order for all the generated geometry? I'd like for them to be similar, not flipped around the center of the patch... Thanks in advance, /SuperVGA https://ift.tt/eA8V8J

    A little backstory: I'm tessellating some simple terrain. I have some patches which are modulo translated up to their own size, so the patches are repeated while giving an effect of being an endless supply of patches to either side. I'd like to only translate them up to one unit instead, so that the far reaches of all my patches don't change by the full patch size, but only by one unit. However, the winding order of the triangles differ, and 4 texels in the heightmap render different depending on the winding order, so I'd like to enforce the winding order for all the generated triangles. Is there any way to dictate the triangle winding order for all the generated geometry? I'd like for them to be similar, not flipped around the center of the patch... Thanks in advance, /SuperVGA

    from GameDev.net https://ift.tt/2jRNNRT

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