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Tessellation in view space, bad practice ?

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I always did the displacement mapping using view space like that :

1) The vertex shader output the position, normal and tangent in view space
2) Hull shader compute the distance based tessellation factor using the centroid of the 3 control points
3) The domain shader output using the projection matrix

Is it a bad practice ? Because I always see tessellation using the world view projection matrix in the domain shader and convertir to world space in the hull shader.
Is it an issue of precision or it doesn't matter ? Doing in view space avoid some calcule when you compute the tessellation factor based on the distance.
I never tried yet the tessellation based on the edge length to have better tessellation factor.

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