Adaptative Parametric PN-Triangles Tessellation

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ja0335
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Adaptative Parametric PN-Triangles Tessellation

Post by ja0335 »

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]
Juan Camilo Acosta Arango
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rz1974
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Re: Adaptative Parametric PN-Triangles Tessellation

Post by rz1974 »

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.
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ja0335
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Re: Adaptative Parametric PN-Triangles Tessellation

Post by ja0335 »

may you post a screen shot?
Juan Camilo Acosta Arango
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rz1974
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Re: Adaptative Parametric PN-Triangles Tessellation

Post by rz1974 »

Hi!

I finally found that the matrix multiplication in HLSL is reversed, so it is ok now. Thanks~ :D

Richard
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