Graphics Reference
In-Depth Information
DS_ControlPointInput HS_TrianglesInteger(
InputPatch<HullShaderInput, 3> patch,
uint id : SV_OutputControlPointID,
uint patchID : SV_PrimitiveID )
{ ... }
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The resulting triangles will benefit from a screen-based tessellation limit. This helps to
prevent the occurrence of very small triangles by preventing the tessellation factor from
increasing beyond certain limits depending on the triangle edge lengths of the screen. That is,
when a triangle is far away from the view, and therefore small on the screen, the tessellation
factor is reduced; and when the triangle is close, the tessellation factor is increased. If the
triangle is at a glancing angle and the edge lengths are short, the tessellation factor would
also be reduced.
 
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