UPDATE!! - FINALLY FINISHED
Finally there is opengl tesselation shaders natively in irrlicht! I introduced a new function to IGPUProgrammingServices, and reordered the parameters, I think interweaveing shaderfile, shaderentry point and shader compile target is useless, so I decided to do shaderfilenames first then other necessary paramters and then compile targets and entry points (as they are useless in opengl and have default parameters anyway).
I have modified 11.PerpixelLighting to add Tessellation after Parallax Mapping. I wrote a shader you can freely re-use, I am quite proud of the LoD scheme and my method so the triangles don't come apart at seams. I think I messed up lighting a bit as I only dabble in deferred
![Wink ;)](./images/smilies/icon_wink.gif)
So anyway there are two versions:
-Precompiled (Linux 32 bit)
http://blooddrunk-game-engine.googlecod ... elation.7z
-Light (have to compile everything)
http://blooddrunk-game-engine.googlecod ... n_light.7z
When compiling remember to use the newest wglext and glxext headers!!! (not the ones which come with irrlicht)
OLD POST:
For those who don't know me, let me say that I'm the guy behind bringing geometry shaders to irrlicht for the openGL drivers. I do not know how many of you use them, but I've found applications for them in Parallax Map fin extrusion and geometry instancing
http://irrlicht.sourceforge.net/phpBB2/ ... sc&start=0
![Image](http://project-ninja-star.googlecode.com/files/real%20parallax.png)
![Image](http://project-ninja-star.googlecode.com/files/geometry%20shaders.jpg)
![Image](http://project-ninja-star.googlecode.com/files/tesselation.jpg)
![Image](http://project-ninja-star.googlecode.com/files/tessellation.jpg)
The problem.. ofcourse is that the performance of this is no where near the real thing. So I will be getting a 450 GT at the end of the month, doing tesselation won't take that long. The long process is actually hybrid or someone approving it for the engine. In fact, you might get it with 1.8.0 if I'm quick.
There will be 2 new shader files to provide, patch and hull (dx terminology) a.k.a tesselator and control. These two go between the vertex shader and the geometry shader, this means that a vertex shader for hardware skinning will still work.
What do you think?