This method controls whether a material will use hardware tessellation.
Parameter | Description |
---|---|
mode | set to true to enable tessellation |
Tessellation will only be used if the camera has it enabled with Camera::SetTessellation.
#include "UltraEngine.h"
using namespace UltraEngine;
const WString remotepath = "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets";
int main(int argc, const char* argv[])
{
//Get the primary display
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a rendering framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a world
auto world = CreateWorld();
world->SetAmbientLight(0);
//Create a camera
auto camera = CreateCamera(world);
camera->SetPosition(0, 0, -1);
camera->SetFov(70);
camera->SetClearColor(0.125);
camera->SetTessellation(4);
//Create a light
auto light = CreateBoxLight(world);
light->SetRange(-10, 10);
light->SetRotation(35, 35, 0);
light->SetColor(4);
//Display material
auto model = CreateCubeSphere(world, 0.5, 8, MESH_QUADS);
auto mtl = LoadMaterial(remotepath + "/Materials/Ground/rocks_ground_02.json");
mtl->SetTessellation(true);
mtl->SetDisplacement(0.075f);
model->SetMaterial(mtl);
//Main loop
while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false)
{
//Arrow keys move
if (window->KeyDown(KEY_DOWN)) camera->Move(0, 0, -0.01);
if (window->KeyDown(KEY_UP)) camera->Move(0, 0, 0.01);
//Show wireframe render when key is pressed
camera->SetWireframe(window->KeyDown(KEY_W));
//Rotate the model
model->Turn(0, 0.1, 0);
world->Update();
world->Render(framebuffer);
}
return 0;
}