I want to know wich is the technique to make a render in passes using tessellation, i mean, if i have in my first pass all the logic to tessellate the geometry. Then i add a second pass for ilumination, and this pass will be once per light.
When i render the result i get a horrible overlaped result between the tessellated geometry(first pass) and the not tessellated geometry(second pass).
If i put the tessellation logic in the lighting pass i will tesellate the object once per light, and i think this is not good.
What is the correct way to make render passes and have tessellation?