Jump to content

Recommended Posts

Posted

I mentioned this before, but think forgot to make an "official" suggestion:

 

I would really love to be able to use quads as a drawing primitive, mainly for using it in tessellation - quads IMHO lead to a more evenly distributed tessellation.

 

So something like

 

Surface:AddQuad(index0..index3)

 

which also implicitly means a

 

glPatchParameteri(GL_PATCH_VERTICES, 4);

 

An unofficial, unsupported, "use at your own risk" version would be suficient for now :)

  • Upvote 4
Posted

Just as an additional illustration: Using a (mean and inefficient) hack in the control shader, I got quad tessellation. Compare

 

post-6662-0-15261100-1392674369_thumb.png

Triangle tessellation

 

to

 

post-6662-0-68774000-1392674407_thumb.png

Quad tessellation

 

(both using fractional_odd_spacing). At least for my purposes, I would definitely prefer the more regular structure of the latter.

  • Upvote 1

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...