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#Actualcephalo

Posted 23 April 2013 - 07:54 AM

In general this is better than doing the transformation in the domain shader, since it is running after the amplification from tessellation.  Always try to push the computation upstream if possible!

 

In my case, the domain shader is calculating patch surface normals according to world space. If transform my control points to screen space in the hull shader, I wouldn't be able to calculate normals any more, because at that point all the geometry is co-planar correct?


#1cephalo

Posted 23 April 2013 - 07:50 AM

In general this is better than doing the transformation in the domain shader, since it is running after the amplification from tessellation.  Always try to push the computation upstream if possible!

 

In my case, the domain shader is calculating patch surface normals according to world space. If transform my control points to screen space in the hull shader, I wouldn't be able to do that any more, because at that point all the geometry is co-planar correct?


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