« Last post by Bludo on March 15, 2016, 11:43:58 PM »
I was hoping someone might be able to help me with an issue I've run into while trying to modify one of the existing tessellation samples. I was attempting to use quad tessellation rather than triangles. After making adjustments to the tessellation eval and control shaders, I was still running into an issue where the resulting geometry was skewed.
My suspicion is that I am unable to modify the GL_PATCH_VERTICES parameter inside of initialization to tell GL the proper number of vertices to use. So before I put up the shader code (which is basic quad tessellation sample shader code), I thought I'd see if this seems like the source of the problem. If so, is it possible to set the GL_PATCH_VERTICES parameter inside of GeeXLab, and if it is possible, how would it be done? Thanks in advance for any help that anyone can provide.