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About fllwr0491

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  1. I have a few beginner questions about tesselation that I really have no clue. The opengl wiki doesn't seem to talk anything about the details. What is the relationship between TCS layout out and TES layout in? How does the tesselator know how control points are organized? e.g. If TES input requests triangles, but TCS can output N vertices. What happens in this case? In this article, http://www.informit.com/articles/article.aspx?p=2120983 the isoline example TCS out=4, but TES in=isoline. And gl_TessCoord is only a single one. So which ones are the control points? How are tesselator building primitives?
  2. Exactly. But how do people workaround this rasterization issue before it? BTW what is the OpenGL/Vulkan equivalent for this mode?
  3. I googled around but are unable to find source code or details of implementation. What keywords should I search for this topic? Things I would like to know: A. How to ensure that partially covered pixels are rasterized? Apparently by expanding each triangle by 1 pixel or so, rasterization problem is almost solved. But it will result in an unindexable triangle list without tons of overlaps. Will it incur a large performance penalty? B. A-buffer like bitmask needs a read-modiry-write operation. How to ensure proper synchronizations in GLSL? GLSL seems to only allow int32 atomics on image. C. Is there some simple ways to estimate coverage on-the-fly? In case I am to draw 2D shapes onto an exisitng target: 1. A multi-pass whatever-buffer seems overkill. 2. Multisampling could cost a lot memory though all I need is better coverage. Besides, I have to blit twice, if draw target is not multisampled.