opengl - Triangulate a quad with a hole in it using tessellation -


is possible triangulate quad hole in using tesselation shader? example,

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  1. imagine have quad.
  2. then want make hole center of quad.
  3. there need lot more of vertices make hole.

and questions:

  • can using tessellation shader? if so, how?
  • should use geometry shader instead?

that not typical application of tessellation shader, , that's not done. basically, have coarse 3d model, passed graphics card. graphics card implements tessellation algorithm, creates more refined 3d model tessellating primitives.

you have supply 2 shaders: tessellation control- , evaluation shaders (in opengl terms)

in tessellation control shader can "parameterize" tessellation algorithm (inner , outer tessellation factors etc). tessellation algorithm applied. thereafter tessellation evaluation shader used to, e.g. interpolate vertex attributes fine vertices.

what want reminds me of csg (http://en.wikipedia.org/wiki/constructive_solid_geometry). it's true tessellation shader creates new data, may paramterize algorithm. cannot "implement" tessellation algorithm. ad geometry shader: it's true can emit (limited amount of) new primitives, not apply problem.


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