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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Tessellating a 2D quad


One of the best ways to understand OpenGL's hardware tessellation is to visualize the tessellation of a 2D quad. When linear interpolation is used, the triangles that are produced are directly related to the tessellation coordinates (u,v) that are produced by the tessellation primitive generator. It can be extremely helpful to draw a few quads with different inner and outer tessellation levels, and study the triangles produced. We will do exactly that in this recipe.

When using quad tessellation, the tessellation primitive generator subdivides (u,v) parameter space into a number of subdivisions based on six parameters. These are the inner tessellation levels for u and v (inner level 0 and inner level 1), and the outer tessellation levels for u and v along both edges (outer levels 0 to 3). These determine the number of subdivisions along the edges of parameter space and internally. Let's look at each of these individually:

  • Outer level 0 (OL0): This is the number of subdivisions...

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