Portal:OpenGL Shading Language/Tessellation Evaluation Shader: Difference between revisions

From OpenGL Wiki
Jump to navigation Jump to search
m Added clarification.
m Bot: Updating section links to use redirects.
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
The '''Tessellation Evaluation Shader''' (TES) is the shader stage responsible for computing the actual tessellated vertices. The fixed-function tessellator takes a patch and breaks it into pieces; the TES takes the patch data and decides how to interpolate it to generate the new per-vertex data for each of the smaller pieces of the original patch.
The '''Tessellation Evaluation Shader''' (TES) is the shader stage responsible for computing the actual tessellated vertices. The [[Tessellation Primitive Generator|fixed-function tessellator]] takes a patch and breaks it into pieces. The TES takes those smaller pieces and figures out how to interpolate the original patch data to generate the new per-vertex data for each tessellated vertex.


The TES acts similarly to a vertex shader, in that there is a 1:1 correlation between a vertex in the tessellated patch and a TES invocation. Thus, every TES is responsible for computing a given vertex in the tessellated patch.
The TES operates similarly to a vertex shader, in that there is a 1:1 correlation between a vertex in the tessellated patch and a TES invocation. Thus, every TES is responsible for computing a given vertex in the tessellated patch.
 
The TES is mandatory for tessellation. If there is no active TES stage, then no tessellation will happen.

Latest revision as of 15:01, 12 April 2015

The Tessellation Evaluation Shader (TES) is the shader stage responsible for computing the actual tessellated vertices. The fixed-function tessellator takes a patch and breaks it into pieces. The TES takes those smaller pieces and figures out how to interpolate the original patch data to generate the new per-vertex data for each tessellated vertex.

The TES operates similarly to a vertex shader, in that there is a 1:1 correlation between a vertex in the tessellated patch and a TES invocation. Thus, every TES is responsible for computing a given vertex in the tessellated patch.

The TES is mandatory for tessellation. If there is no active TES stage, then no tessellation will happen.