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Richards Software Ramblings

4: Adsense

Diving into the Tessellation Stages of Direct3D 11

In our last example on normal mapping and displacement mapping , we made use of the new Direct3D 11 tessellation stages when implementing our displacement mapping effect. For the purposes of the example, we did not examine too closely the concepts involved in making use of these new features, namely the Hull and Domain shaders. These new shader types a...