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

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The '''Tessellation Evaluation Shader''' (TES) is the shader stage responsible for computing the actual tessellated vertices. The [[Tessellation#Tessellation_primitive_generation|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 '''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 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 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.
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.