![]() Each vertex of our quad has an (x,y,z) location in space and a (u,v) texture coordinate. Patches, each to be individually tessellated. The rez is the number of patches across and down our terrain. To the size of the height map image we read in. 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. 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.
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