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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Tessellating a triangle and quad


In this recipe, we will perform tessellation upon a triangle and a quad patch. We will create the hull and domain shaders that are necessary to use the triangle and quad tessellation domains, respectively.

As the fixed function tessellation stage is used to define new vertices, it is necessary to move some of the vertex shader code into the applicable domain shader, such as applying the ViewProjection matrix and calculating the interpolated vertex normal and texture coordinates.

We will update the CommonTess.hlsl shader code to perform barycentric interpolation, to calculate the attributes for new vertices in a triangle domain, and bilinear interpolation to interpolate between the four attributes within the quad domain.

Getting ready

We will continue from the previous recipe, Preparing the vertex shader and buffers for tessellation.

For this recipe, we will also re-use the triangle and quad renderers from the recipe Rendering primitives in Chapter 2, Rendering...

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