Jump to content

Quads as drawing primitive for surfaces


Rastar
 Share

Recommended Posts

I mentioned this before, but think forgot to make an "official" suggestion:

 

I would really love to be able to use quads as a drawing primitive, mainly for using it in tessellation - quads IMHO lead to a more evenly distributed tessellation.

 

So something like

 

Surface:AddQuad(index0..index3)

 

which also implicitly means a

 

glPatchParameteri(GL_PATCH_VERTICES, 4);

 

An unofficial, unsupported, "use at your own risk" version would be suficient for now :)

  • Upvote 4
Link to comment
Share on other sites

Just as an additional illustration: Using a (mean and inefficient) hack in the control shader, I got quad tessellation. Compare

 

post-6662-0-15261100-1392674369_thumb.png

Triangle tessellation

 

to

 

post-6662-0-68774000-1392674407_thumb.png

Quad tessellation

 

(both using fractional_odd_spacing). At least for my purposes, I would definitely prefer the more regular structure of the latter.

  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...