![]() The tessellated triangles then pass through the remainder of the graphics pipeline (vertex shader, rasterizer, etc.) on their way to the framebuffer. The number of triangles generated by a patch is controlled by configuring a fixed-function stage of the pipeline called the tessellator. A patch is a triangular or quadrilateral domain that can be subdivided by the GPU to produce triangles. Conversely, when tessellating, our draw calls are denominated in patches. With ordinary draw calls, we render primitives such as triangles, lines, or points. Tessellation is a form of geometry amplification: programmatically turning geometry into more geometry. ![]() Polyhedrons subdivided with Metal tessellation A Brief Introduction to Tessellation It consists of a Mac app written in Swift that shows how to dynamically subdivide a cube and icosahedron, optionally smoothing the resulting shapes into approximate spheres. The source code for this article is available here. This article discusses the fundamentals of tessellation and how to do it in Metal future articles will showcase specific use cases. Tessellation is a powerful technique for generating geometry dynamically with many use cases from CAD/CAM to game development and beyond. Like mentioned, you'd avoid naming collisions, mesh(s) would live adjacent to the model it came from making it easier to package if need be, and overall it's cleaner.In this article we will take a look at how to do tessellation on the GPU with Metal. It's not a deal breaker or anything, but I think it's a better solution all around. But if you store meshes relative to the model in a sub folder, you can just save the mesh with the same name used in the model, and there would never be a naming collision. Right now you allow the user to name the mesh whatever they want - I assume to avoid possible naming collisions should there be two models with the same name in the same project. With this setup you can name the mesh whatever it's called inside the model. Would it be possible to instead store it relative to the model it came from? For example:Īssets\Models\Watermellon\ Watermellon.fbxĪssets\Models\Watermellon\ Meshes\Watermellon.assetĪssets\Models\ Watermellon.assets\Watermellon.asset I went through the barycentric process and created the mesh, but I'm not liking where it stores the mesh. Fast forward to now and I might be using it in my game. Great asset! I bought this a few years ago when someone asked me if it was possible to render wire frames with Unity in-game. My biggest "complaint" (joking here!!!) is that it does so much that every time I use it I lose a couple of hours just fooling around with its settings for fun. My biggest "complaint" (joking here!!!) is that it does so much that every time I use it I lose a couple of hours just fooling around with its settings for I don't know where things stand for you supporting SRP with this superb asset, but I wanted to let you know that as of a couple of days ago I have a wireframe shader using barycentric coordinates working in HDRP. My SRP support is not release-ready yet, but the wireframe part is working. If you're finding the SRP documentation to be as impenetrable as I have, drop me a private message and I'll gladly share a code snippet with you from my prototype. I believe, but haven't yet tested, that my shader would also work in LWRP. That being said, it was a challenge getting this to work in HDRP. (IOW, I'm not making a "shader product", it just happens that my product includes one purpose-built shader with a wireframe as one of its options.) Your asset goes way, way beyond what I need from my custom shader my wireframe shader just part of Magic Markers for visualizing the editor gizmos better. Just to reassure you, I have absolutely NO intention to compete with The Amazing Wireframe Shader. I don't know where things stand for you supporting SRP with this superb asset, but I wanted to let you know that as of a couple of days ago I have a wireframe shader using barycentric coordinates working in HDRP.
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