jessewisener Posted January 25, 2014 Share Posted January 25, 2014 I'm having trouble figuring out how to make it show up in the viewport or when running the game. The only place I actually see it is in the material editor and the preview in the assets window. I searched the documentation for an answer and couldn't find anything... Quote Link to comment Share on other sites More sharing options...
Josh Posted January 25, 2014 Share Posted January 25, 2014 This is kind of a challenge because you need a certain polygon density to start out with. The teapot model for example has this. A brush, on the other hand, will not. If we can figure out a way to subdivide the surface based on triangle size in screen space, that would solve this problem. The other issue is that since tessellation is a shader effect, and the renderer reverts to a simple shader when drawing in wireframe, it won't show up there. You can get around this by adding this secret line of text to the material file contents: alwaysuseshader=1 The easiest way to see the tessellation effect is to drag the teapot into the scene and then apply the material, and it will be very visible. In other news, I just got permission to include some high-res scans in the engine media that really showcase the effect. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
jessewisener Posted January 25, 2014 Author Share Posted January 25, 2014 Thanks Josh! Polygon density makes sense. I'll go bump it up in Blender. I'm excited to see those scans. Quote Link to comment Share on other sites More sharing options...
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