Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


OpenGL Model Tessellation


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 Alejandro   Members   -  Reputation: 142

Like
0Likes
Like

Posted 26 October 2011 - 02:21 PM

I'm trying OpenGL 4.0 Tessellation and I want to apply it to an stablished model, my model is on .md2 format, I'm assuming that a Bezier evaluation will do with the evaluation shader, though I may be very very wrong. Anyways I'm stuck with the following instructions

draw()
{
      glBindBuffer( GL_ARRAY_BUFFER, vboid)
  	{
 		...
 		glPatchParameteri(GL_PATCH_VERTICES, 3);
 		glDrawArrays( GL_PATCHES, 0, size ); // size = how many vertices the model has
 		...
  	}
  	glBindBuffer( GL_ARRAY_BUFFER, 0)
}

The problem is that when it renders the model looks all messy and it certainly doesn't look like when I rendered it using glDrawArrays(GL_TRIANGLES, 0, size). Any suggestions on what parameters to use on glPatchParam... and glDrawArrays?

Thank you

Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS