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#Actualchrisendymion

Posted 05 July 2013 - 12:35 AM

Hello ;)

 

Before all, sorry for my poor english !

 

With DirectX 11, i'm trying to create a random map full with GPU.

 

Using Hull shader stage, I'm managing LOD with tessellation.

Using Domain shader stage, I'm generating the map (based on perlin noise).

 

Now my goal, is to compute normals in the geometry shader (normal on vertex). For that, I must use vertex adjency, like geometry is capable of.

 

But here is the problem... For tessellation, my primitives must be D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST.

But for geometry shader with 6 vertices(triangle primitive and adjency), I must use : D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ.

 

Think I'm missing something... It must be possible to tessellate and use the results in the geometry shader...

However, it's working with 3 points, but I cannot use the 3 others (they are 0.0, 0.0, 0.0)....

 

Thank you in advance for any help ;)


#1chrisendymion

Posted 05 July 2013 - 12:34 AM

Hello ;)

 

Before all, sorry for my poor english !

With DirectX 11, i'm trying to create a random map full with GPU.

Using Hull shader stage, I'm managing LOD with tessellation.

Using Domain shader stage, I'm generating the map (based on perlin noise).

Now my goal, is to compute normals in the geometry shader (normal on vertex). For that, I must use vertex adjency, like geometry is capable of.

But here is the problem... For tessellation, my primitives must be D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST.

But for geometry shader with 6 vertex (triangle primitive and adjency), I must use : D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ.

Think I'm missing something... It must be possible to tessellate and use the results in the geometry shader... However, it's working with 3 points, but I cannot use the 3 others (they are 0.0, 0.0, 0.0)....

Thank you in advance for any help ;)


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