镶嵌着色器-OpenGL [英] Tessellation Shader - OpenGL

查看:121
本文介绍了镶嵌着色器-OpenGL的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

layout (vertices = 3) out;

void main(void)
{
    if (gl_InvocationID == 0)
    {
        gl_TessLevelInner[0] = 5.0;
        gl_TessLevelOuter[0] = 5.0;
        gl_TessLevelOuter[1] = 5.0;
        gl_TessLevelOuter[2] = 5.0;
    }
    gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
}

节选自:尼古拉斯·海梅尔. "OpenGL SuperBible:

Excerpt From: Haemel, Nicholas. "OpenGL SuperBible:

我如何理解TessLevelInner和Outer,为什么ID 0被列出两次?

How can i understand TessLevelInner and Outer and why is the id 0 listed two times?

推荐答案

我如何理解gl_TessLevelInnergl_TessLevelOuter?

请参阅: gl_TessLevelInner 顾名思义,它们控制要处理的图元的内部和外部镶嵌因子级别.下图显示了各种内部/外部级别设置的结果.

As their names imply, they control the inner and outer tessellation factor levels for the primitive being processed. Below is an image illustrating the results of various inner/outer level settings.

来源: http://antongerdelan.net/opengl/tessellation.html

为什么索引0被使用两次?

它被使用两次,因为它正在访问两个不同的对象.索引0的首次使用是

It is used twice because it is accessing two different objects. The first use of index 0 is with

gl_TessLevelInner[0]

第二个是

gl_TessLevelOuter[0]

这篇关于镶嵌着色器-OpenGL的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

查看全文
登录 关闭
扫码关注1秒登录
发送“验证码”获取 | 15天全站免登陆