OpenGL tesselation NEED TESTERS[DONE+RELEASE+DOWNLOAD]

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.

Do You want OpenGL tesselation?

Yes
27
71%
No
4
11%
I don't care
7
18%
 
Total votes: 38

devsh
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Re: OpenGL tesselation anyone??

Post by devsh »

who said WINDOWS? it was without an OS....

And anyway... do you want the addHighLevelShaderMaterial function to get thicker (overload)?
or do we deserve a new one?

tesselation requires 2 new stages control and hull. so you need 5 shader files instead of 3.
hybrid
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Re: OpenGL tesselation anyone??

Post by hybrid »

No, the shaders should be added one by one. This was also my idea for the existing interface. But due to lack of time I added the geometry shaders the simple way. We should get free from this huge interface, though. Would also allow for better shader setup and changing later on.
devsh
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Re: OpenGL tesselation anyone??

Post by devsh »

so what kinda interface would I have to provide? I'm thinking of starting the work on the tesselation patch next week. (I want to add onto the bump mapping example with a 4rth option of tesselation)
devsh
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Re: OpenGL tesselation anyone??[DONE+RELEASE+DOWNLOAD]

Post by devsh »

UPDATE+++ DONE!!! CHECKOUT MAIN POST!

now i'll be working on a steep parallax mapping+tesselation hybrid which will solve some of the problems. But now back to my game engine and I need to get tesselation in there.
kloplop321
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Joined: Mon Sep 05, 2011 8:10 pm

Re: OpenGL tesselation NEED TESTERS[DONE+RELEASE+DOWNLOAD]

Post by kloplop321 »

It works!
I use a dual Nvidia GTS 450s, this was tested under 64 bit linux.

We had to put "#version 400 compatibility" in each of the tesselation shader files, but after that it worked.
Here's some screenshots.

Image
Image
Image

It was interesting, But when moving around, there was some disfiguration as the geometry changed.

It was also 10 times slower than parallax mapping.
devsh
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Re: OpenGL tesselation NEED TESTERS[DONE+RELEASE+DOWNLOAD]

Post by devsh »

Both problems can be addressed by making a parallax Occlusion Mapping and Tessellation hybrid. Bricks are still edgy, can be smoothed slightly by PoM. Tesselation isn't needed at far distances, could be swapped for solely occlusion mapping. Occlusion mapping would still keep pixels more or less optically correct no matter the displacement (when tessellation levels change).
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