Continued from: http://www.gamedev.n...with-triangles/
I'm in the proccess of procedural planet generation; so far I'm doing the sphere work.
Currently my sphere is a subdivided icosahedron. (20 sides all equilateral triangles)
Before, when I was subdividing using a software algorithm, one triangle would be
split into four children across the midpoints forming something close to a
sierpinski triangle every iteration...like this: http://puu.sh/1xFIx
As you can see, each triangle subdivided created more and more equilateral triangles.
But now that I am using the GPU to tessellate in HLSL, the result is definately not
what I am looking for: http://puu.sh/1xFx7
Is there anything I can do in the Hull and Domain shaders to change the tessellation
so that it subdivides into sets of equilateral triangles like the first image?
Should I be using the geometry shader for something like this? If so, would it be
slower then the tessellator?
Thanks for the time
Dr. KrunklehornMember Since 02 Dec 2012
Offline Last Active Oct 15 2013 02:04 PM