![]() ![]() Read primitive data and assemble them into primitives for other stages (e.g. Processes the assembled vertices and applies operations such as transformations, skinning, morphing, and per-vertex lighting. > Single input vertex and single output vertex.īreaks up a patch of control points into smaller primitives and thus create higher detailed features. Operates on vertices and can generate output verticesĬontinuously output vertex data from geometry shader to buffersĬonverts primitives into a raster image for displaying. Operate on a per-pixel level and can change lighting, etc using the available constant variables, texture data, and others. Generates the final rendered pixel colour, determines which pixels are visible and blending pixel colours. The tessellation stages consistes of three new stages which are:Ĭomputes patch constants (such as tessellation factors) and other parameters for the tessellation stage. Performs any special transformations on the input patch data.Ī fixed function that partitions a geometry into smaller primitives and outputs u,v coordinates of the vertices and assembly order.Ĭalculates vertex position that corresponds to the each u,v coordinate. OpenGL uses the names Tessellation Control Shader, Primitive Generator, and Tessellation Evaulation Shader to refer to the HS, Tess, and DS respectively.Īs an aside, the word “shader” refers to an operation that transforms four input numbers into four output numbers. Historically, a shader was used to change the brightness of pixels (RGBA values) but now encompasses more general operations and the name has stuck. OpenGL and DX using different winding order. The winding order determines the order the vertex stream arrives and this information can be used to check if a patch is facing the screen or away from the screen. The parameters for the Tessellator stage are: winding order, tessellation factors, partitioning type, and primitive type. Tessellation factors specify how much each edge needs to be partitioned. For example, a tessellation factor of 1 means no partitioning and a tessellation factor of $n$ means partition that edge into $n$ parts. ![]() There are two types, inner and outer factors. The inner factor specifies how the interior is partitioned. When this factor is even, the centre of the output domain is a degenerate point. For example, an inner factor of 1 means no inner partitioning and a tessellation factor of $n$ partitions the output domain into $\text$ is some linear combination of the triangle vertices.
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