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)
- I think I can make some time on the weekend. Wanted to finally contribute a little more anyway. Also got some example code which I'd like to factor into basic tessellation tutorials which can be linked to. Should we shamelessly copy the spec images or draw our own? I think complementing it with actual renderings for different tess factors might also be feasible.