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

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TES summary.
 
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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 figures out how to compute the 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 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 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 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.

Revision as of 06:41, 25 July 2013

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 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.