Jump to content
  • Advertisement
Sign in to follow this  
Alundra

Tessellation in view space, bad practice ?

This topic is 456 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi,
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.
Thanks

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!