Hi all,
During studying of Direct3D11, I've learned more about the Tesselation stage (and shaders).
From what I read it can help you with rendering mesh LOD's in various situations.
My question is, how does this affect your (engine's) strategy and approach on mesh LOD's?
- do you still create multiple LOD's of your meshes, store them as separate mesh files and use them (without tesselation shaders)
- can you replace this by using the tesselation stage (shaders)?
PRO's, CONs etc.
Just curious to hear your thoughts.
When I start refatoring my (D3D9) engine to D3D11, I have an opportunity to chose how I'll design and implement this.