Hi all,
I have defined the vertices and indices of the quad in the following way:
const Vertex VERTICES[4] =
{
{ {0.5f, 0.5f, 0.0f} },
{ {0.5f, -0.5f, 0.0f} },
{ {-0.5f, -0.5f, 0.0f} },
{ {-0.5f, 0.5f, 0.0f} }
};
const GLuint INDICES[4] =
{
0, 1, 2, 3
};
p0 p1
.......
. .
. .
.......
p3 p2
In the Tessellation Evaluation Shader, when I put the primitive ordering CCW, then it draws the quad according to given tessellation levels otherwise just a blank screen:
layout(quads, equal_spacing, ccw) in;
vec3 puv = interpolate3D( interpolate3D(p3, p2, u), interpolate3D(p0, p1, u), v);
I wonder how it decides the order of the given set of vertices.
Thanks,