![]() Dynamically subdividing a low resolution mesh on the GPU.We will render the corresponding terrain using a new method: Shaders to improve the performance and memory footprint. In this chapter we'll offload the work to the GPU making use of tessellation To draw the entire mesh, we need to have height - 1 draw calls.The Vertex Shader needs to process a minimum of width * height vertices.The mesh has a fixed uniform resolution ( width * height vertices and.( width * height * 3 * sizeof(float) + width * (height+1) * sizeof(unsigned int) - almost 72MB The mesh storage is memory intensive to store the vertices and indices.The mesh generation is time intensive ( O( n 2).In the previous chapter, we implemented a terrain height map on the CPU and it worked but The sample shader code will user OpenGL 4.1 for cross-platformĬompatibility between OS X, Windows, and Linux. ![]() Using OpenGL 3.3 or earlier will result in errors. The Tessellation Shaders to be discussed are only available This should not be a technicalĬoncern as Windows and Linux support OpenGL 4.6 and OS X only supports OpenGL 4.1. Tessellation Guest-Articles/2021/Tessellation/Tessellation Tessellation Chapter II: Rendering Terrain using Tessellation Shaders & Dynamic Levels of Detail In order to complete this chapter, you will need to be able to create an OpenGL 4.0+ context. ![]()
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