Continued from: http://www.gamedev.n...with-triangles/
Details:
I'm in the proccess of procedural planet generation; so far I'm doing the sphere work.
Currently my sphere is a subdivided icosahedron. (20 sides all equilateral triangles)
Before, when I was subdividing using a software algorithm, one triangle would be
split into four children across the midpoints forming something close to a
sierpinski triangle every iteration...like this: http://puu.sh/1xFIx
As you can see, each triangle subdivided created more and more equilateral triangles.
But now that I am using the GPU to tessellate in HLSL, the result is definately not
what I am looking for: http://puu.sh/1xFx7
Questions:
Is there anything I can do in the Hull and Domain shaders to change the tessellation
so that it subdivides into sets of equilateral triangles like the first image?
Should I be using the geometry shader for something like this? If so, would it be
slower then the tessellator?
Thanks for the time
Show differencesHistory of post edits
#1Dr. Krunklehorn
Posted 07 December 2012 - 11:38 AM
Continued from: http://www.gamedev.net/topic/635357-quad-tree-lod-but-with-triangles/
Details:
I'm in the proccess of procedural planet generation; so far I'm doing the sphere work.
Currently my sphere is a subdivided icosahedron. (20 sides all equilateral triangles)
Before, when I was subdividing using a software algorithm, one triangle would be
split into four children across the midpoints forming something close to a
sierpinski triangle like this: http://puu.sh/1xFIx
As you can see, each triangle subdivided created more and more equilateral triangles.
But now that I am using the GPU to tessellate in HLSL, the result is definately not
what I am looking for: http://puu.sh/1xFx7
Questions:
Is there anything I can do in the Hull and Domain shaders to change the tessellation
so that it subdivides into sets of equilateral triangles like the first image?
Should I be using the geometry shader for something like this? If so, would it be
slower then the tessellator?
Thanks for the time
Details:
I'm in the proccess of procedural planet generation; so far I'm doing the sphere work.
Currently my sphere is a subdivided icosahedron. (20 sides all equilateral triangles)
Before, when I was subdividing using a software algorithm, one triangle would be
split into four children across the midpoints forming something close to a
sierpinski triangle like this: http://puu.sh/1xFIx
As you can see, each triangle subdivided created more and more equilateral triangles.
But now that I am using the GPU to tessellate in HLSL, the result is definately not
what I am looking for: http://puu.sh/1xFx7
Questions:
Is there anything I can do in the Hull and Domain shaders to change the tessellation
so that it subdivides into sets of equilateral triangles like the first image?
Should I be using the geometry shader for something like this? If so, would it be
slower then the tessellator?
Thanks for the time