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Returning points instead of triangles from the tessellation stage


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#1 safiullahhussaini   Members   -  Reputation: 129

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Posted 09 December 2012 - 07:51 PM

Again may be a rookie question, and I think I ve read about this somewhere in a book on Direct3D 11, but I just wanted to confirm.

Is it possible to stream out pointlist instead of triangle lists from the Tesselation stages (Hull and Domain Shaders) from a four control point list? And I dnt know if this is a valid question either or whether I should be asking it here, but how does OpenGL fare in this regard? I have heard from a friend that something like this is possible in OpenGL, so if it is, does the hardware support it? Is this a Direct3D limitation (for performance reasons or something)?

Thanks in advance.

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#2 MJP   Moderators   -  Reputation: 10550

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Posted 10 December 2012 - 01:21 PM

Well there certainly isn't a "point" domain for tessellation, because there would be nothing to tessellate. There's only "line", "triangle", and "quad". However if you use a geometry shader, you can take either a point, line, or triangle as input and output any of those primitive types.




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