In this video we learn how to use the tessellation pipeline in order to achieve dynamic level of detail of our terrain mesh.
📚 Timecodes 📚
0:00 Intro
0:37 Background
1:17 Tessellation for terrains
1:53 Creating the vertrex/index buffers
3:09 The vertex structure
3:39 The normal vector
4:17 The vertex shader
4:30 The tessellation control shader
8:14 The tessellation evaluation shader
9:14 The fragment shader
11:11 Outro
📚For more information:📚
🔹Geomipmapping video tutorial: • Geomipmapping // Terra...
🔹Tessellation article by LearnOpenGL: learnopengl.com/Guest-Article...
🔹Calculate the normal from the height map: stackoverflow.com/questions/4..., / normals_of_a_heightmap...
Make sure to watch all the previous tutorials in the "Vulkan For Beginners" playlist at • Vulkan For Beginners
Please visit ogldev.org to see more of my tutorials on modern OpenGL.
🔥Link to source:
github.com/emeiri/ogldev/tree...
If you want to get the same version of the code that was used in the video checkout the tag 'TERRAIN13'
Feel free to comment below.
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🔹Email: ogldev1@gmail.com
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🔹Github: github.com/emeiri/ogldev.git
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🙏Credits:
🔹Image by Gerd Altmann from Pixabay.com
🔹Video by Attila Pergel from Pixabay.com
Enjoy,
Etay Meiri
#vulkan
23 июл 2024