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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy 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 the parameter space and internally. Let's look at each of these individually:

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