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Use tessellation in OpenGL to render at 6-times the speed

By using tessellation in OpenGL, the same level of detail can be rendered at 6-times the speed and save more than 50% of video memory, not to mention the bandwidth saved from uploading significantly less geometry. Very little work is needed to get tessellation running on a FirePro or Radeon card in any OpenGL app. Just enable tessellation state in OpenGL with the AMD_vertex_shader_tessellator and pick your tessellation factor based on how detailed you would like the geometry to be. The application vertex shaders can also be updated to correct texture coordinates based on the generated geometry.

Jun 19, 2009 | Read article... | Permalink

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