Rastar Posted February 16, 2014 Posted February 16, 2014 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 4 Quote
Rastar Posted February 17, 2014 Author Posted February 17, 2014 Just as an additional illustration: Using a (mean and inefficient) hack in the control shader, I got quad tessellation. Compare Triangle tessellation to Quad tessellation (both using fractional_odd_spacing). At least for my purposes, I would definitely prefer the more regular structure of the latter. 1 Quote
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