Thanks! My current LOD system was more of a crude test to just get subdivision working on the fly. By the looks of it
I really should be doing this on the geometry shader like you said.
EDIT: Wait...your saying I can send the base icosahedron data (only 12 vertices) to the GPU and then do tessellation
and heightmap stuff right there? None of this needs actually needs to be on the CPU side?
As far as hardware tessellation goes, how would I get the data back from the GPU to use with collision? Assuming that
is even possible, wouldn't the data be behind by one frame when I go to calculate with it?
Show differencesHistory of post edits
#1Dr. Krunklehorn
Posted 05 December 2012 - 07:45 PM
Thanks! My current LOD system was more of a crude test to just get subdivision working on the fly. By the looks of it
I really should be doing this on the geometry shader like you said.
As far as hardware tessellation goes, how would I get the data back from the GPU to use with collision? Assuming that
is even possible, wouldn't the data be behind by one frame when I go to calculate with it?
I really should be doing this on the geometry shader like you said.
As far as hardware tessellation goes, how would I get the data back from the GPU to use with collision? Assuming that
is even possible, wouldn't the data be behind by one frame when I go to calculate with it?