Hi.
Here is a video playing with the source from google summer of code "Complete the DirectX 11 render system", Is really a good implementation to DX11
[youtube]miKcF1vsHiY[/youtube]
Adaptative Parametric PN-Triangles Tessellation
- ja0335
- Gremlin
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- Location: Bogotá, Colombia
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Adaptative Parametric PN-Triangles Tessellation
Juan Camilo Acosta Arango
- rz1974
- Gnoblar
- Posts: 4
- Joined: Tue May 31, 2011 3:34 am
Re: Adaptative Parametric PN-Triangles Tessellation
Hi !
I tried to modified Ogre Tessallation sample to test how tessallation works.
I put a Ogre head and assign the same tessallation material that the triangle used, but I got a tessellated mesh which is always in front of my camera.
( I am always look from inside of the head) No matter how I move the camera or the head.
I guess the world or view transform matrix are not correctly provide to the shader, but I am not sure.
Can you tell me how do you make it works? Thanks.
I tried to modified Ogre Tessallation sample to test how tessallation works.
I put a Ogre head and assign the same tessallation material that the triangle used, but I got a tessellated mesh which is always in front of my camera.
( I am always look from inside of the head) No matter how I move the camera or the head.
I guess the world or view transform matrix are not correctly provide to the shader, but I am not sure.
Can you tell me how do you make it works? Thanks.
- ja0335
- Gremlin
- Posts: 154
- Joined: Sun Jun 07, 2009 9:04 pm
- Location: Bogotá, Colombia
- x 4
- Contact:
Re: Adaptative Parametric PN-Triangles Tessellation
may you post a screen shot?
Juan Camilo Acosta Arango
- rz1974
- Gnoblar
- Posts: 4
- Joined: Tue May 31, 2011 3:34 am
Re: Adaptative Parametric PN-Triangles Tessellation
Hi!
I finally found that the matrix multiplication in HLSL is reversed, so it is ok now. Thanks~
Richard
I finally found that the matrix multiplication in HLSL is reversed, so it is ok now. Thanks~
Richard