![]() ![]() We just need to change or add one line in the definition of our pipeline state object. The first thing we actually need to do before tessellating is to render our terrain in wire frame so that we can actually see the new triangles. We’ll look at those steps briefly here, but I think you can get a better explanation of tessellation from those links above. Things like preparing the pipeline and compiling the shaders. Everything in HLSL is identical, and the differences on the Direct3D side are the same sorts of differences we’ve had to go through already to get to this point. ![]() There really isn’t much difference between DirectX 11 and 12, as far as tessellation is concerned. I haven’t read the book cover to cover, so don’t take this as an educated recommendation, but based on this particular chapter, it seems like a good book to start learning with. I found Frank Luna’s description of tessellation in the DirectX 11 version of his book quite easy to follow. There is the book ‘ Introduction to 3D Game Programming with DirectX 12,’ by Frank Luna, but I have the DirectX 11 version of the book and reviews indicate there’s no real reason to buy the one if you have the other. All of the available tutorials and even Microsoft’s own information on MSDN is all for DirectX 11. When looking for references for tessellation, I couldn’t find anything at all specifically in DirectX 12. We’ll worry about using the tessellation to add detail and to create a Level of Detail system later. We’re just going to tessellate the whole damn thing with no extra detail. Today, we finally begin looking at tessellation of our terrain. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |