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D3D11 Tessellation Operational!

Published January 26, 2010
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D3D11 Tessellation Operational!

After a little debugging, I was able to get a minimal tessellation setup running in Hieroglyph 3. This was done for my third basic demo that I'll add into the package for the first release, and hence is a very basic tessellation. The demo more or less just splits up the triangles of the input geometry and interpolates the new vertex positions within the parent triangle's plane. I uploaded a short video to youtube here:

">YouTube Video


If you don't want to check out the video, here's a still shot of the tessellation taken from the video sequence:



This represents my first completed tessellation effect, and I'm quite happy with how simple it (D3D11 tessellation) is once you get down to the bare minimums of the Hull and Domain shaders. Now I need to clean up the demo some and add additional comments for clarity.

I also need to put together some documentation for the general renderer design. There is quite a bit of text already generated for it, but I need to put it all together and get it lookin' pretty. I'll be sure to keep this journal updated as the project soon as it comes together.
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