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david_watt78

DX11 Domain Shader

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I am trying to work with tesselation in dx11 for procedural planets. I am confused as to how I turn the output of the hull shader into 3d coordinates that can be rasterized in the domain shader. I can't find any simple examples at all. Anyone have the formulas to use in the quad patch and tri patch cases?

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For the quad topology, you only have u and v parameters.

Do note that usually the domain shader implements some high-order interpolation function (for "smooth" geometry) rather than a linear one (like the code you found).

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