Difference between revisions of "Talk:Tessellation"

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m (Alfonse moved page Talk:Tessellation Shader to Talk:Tessellation without leaving a redirect: Division between the tessellation stage and its shaders.)
(Detailed info on primitive tessellation: new section)
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:: The only thing that bothers me about the naming is that it makes it seem as if the hole part was programmable and simpler than it actually is. With ''much more'' I first and foremost meant the implications of setting stuff in the control shader and what the generator makes of input patches depending on the input layout of the eval shader - which has effects on which values written at control stage are actually valid. I feel it's not as simple a concept as a vertex shader or fragment shader. [[User:Thokra|thokra]] ([[User talk:Thokra|talk]]) 00:20, 12 October 2012 (PDT)
 
:: The only thing that bothers me about the naming is that it makes it seem as if the hole part was programmable and simpler than it actually is. With ''much more'' I first and foremost meant the implications of setting stuff in the control shader and what the generator makes of input patches depending on the input layout of the eval shader - which has effects on which values written at control stage are actually valid. I feel it's not as simple a concept as a vertex shader or fragment shader. [[User:Thokra|thokra]] ([[User talk:Thokra|talk]]) 00:20, 12 October 2012 (PDT)
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== Detailed info on primitive tessellation ==
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The information that's in the [[Tessellation#Tessellating primitives]] section is a decent start, but it needs to be expanded to explain exactly how the effective tessellation levels tessellate the various edges. That will require diagrams like the specification uses, and I really don't feel like doing that right now. Maybe later. [[User:Alfonse|Alfonse]] ([[User talk:Alfonse|talk]]) 10:04, 22 November 2012 (PST)

Revision as of 14:04, 22 November 2012

Page Name

I suggest renaming the page to just Tessellation and maybe create a glossary entry for Tesselation Shader. Since tesselation is much more than just control and evaluation shaders. thokra (talk) 08:46, 10 October 2012 (PDT)

I'm not against it. Though I wouldn't say that tessellation is all that much more than just the shaders that operate on them; that's where the real work is done after all. Alfonse (talk) 20:29, 11 October 2012 (PDT)
The only thing that bothers me about the naming is that it makes it seem as if the hole part was programmable and simpler than it actually is. With much more I first and foremost meant the implications of setting stuff in the control shader and what the generator makes of input patches depending on the input layout of the eval shader - which has effects on which values written at control stage are actually valid. I feel it's not as simple a concept as a vertex shader or fragment shader. thokra (talk) 00:20, 12 October 2012 (PDT)

Detailed info on primitive tessellation

The information that's in the Tessellation#Tessellating primitives section is a decent start, but it needs to be expanded to explain exactly how the effective tessellation levels tessellate the various edges. That will require diagrams like the specification uses, and I really don't feel like doing that right now. Maybe later. Alfonse (talk) 10:04, 22 November 2012 (PST)