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About Decibit

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  1. Though I haven't tried the tessellation in OpenGL, I'm quite sure that the geometry shader that expects adjacency information is invalid when the tessellator is active in DIrect3D. (MSDN) The both APIs use the same hardware and generally tend to converge. So I would expect that the trick that you want to achieve is not possible. If anyone has a good workaround I would be interested to know about it myself.
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