Rastar Posted February 16, 2014 Share Posted February 16, 2014 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 4 Quote Link to comment Share on other sites More sharing options...
Rastar Posted February 17, 2014 Author Share Posted February 17, 2014 Just as an additional illustration: Using a (mean and inefficient) hack in the control shader, I got quad tessellation. Compare Triangle tessellation to Quad tessellation (both using fractional_odd_spacing). At least for my purposes, I would definitely prefer the more regular structure of the latter. 1 Quote Link to comment Share on other sites More sharing options...
tournamentdan Posted February 17, 2014 Share Posted February 17, 2014 +1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.