OpenGL 4 tessellation shader test

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Programmed in python/GLSL running on nvidia 460-GTX
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One of the methods of subdividing your models through multiple iterations via a shader is to use what is called "transformation feedback" at the back end of the vertex processing pipeline in order to achieve multi-iterative HW subdivision of geometry. Allows you to do per-vertex lighting through the vertex shader as its located before the tessellators.

gdm
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Thats very very impressive. I seen your images (Work in progress) and you did mention that seeing it with movement was more impressive. Very correct. Keep up the good work ;-)

samnova
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@gamer1337omg It can be applied to any gaming platform unlike directX which is licenced for microsoft only. Also if you read up on it, you find out things such as the fact that OpenGL has had this tessellation engine since like 2 years before DX11 implemented it, despite the big hoo-hah going on about it at the moment. It's also preferred by many pioneering engine developers, such as John Carmack of ID (who invented FPS gaming)

SzicoVII
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@StelarCF so what? we got OpenGL, keep in mind those are only an APIs, real power is behind GPU alone

ShadowriverUB
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It is with transform feedback buffers.

stratius
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Hey I'm a Mac and I'm getting this in Mavericks !! Whooo !!

RohithBasu
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Recursion is possible on GPU hardware that supports at least CUDA 3.1 and compute capability 2.0

tzaeru
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Hi, where I can find a good tutorial on OpenGL 4.0? Congrats on your height map tessellation demo. It´s good looking and inspiring.

jacwd
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now make that whole square be the texture for small rocks in your game :D

PCGamerPortal
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@serloinz for me it mysteriously worked fine a few days after the patch, 285.38 drivers under vista 64, then suddenly textures went from constantly being stretched out from objects because of poly issues to fine all around. game still needs some multiplayer work though.. No classic deathmatch stuff leaves me depressed at my bank account being $60 poorer. Most id games arent all that replayable but at least the MP usually makes up for it.

nupu
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Because tessellation shaders are iterative. Recursion is not possible on GPUs.

pyalot
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it is really cool. it's level of detail is changable, right?

codecode
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Hey can you help me how to turn ON the OpenGL function what do i need to do PLZ Help!!

sharon
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@serloinz the thing about their games is they're normally very linear for the story.. but the multiplayer is usually what keeps the game installed on my HD.. like why is quake2 still installed over a decade later? cuz the mp still has its fun factor for me.. but rage could of been awesome with TDM and DM modes. and maybe even vehicle modes like actual races or whatever.. ctf. blah im done bitching. screw it. bf3 next week. skyrim next month.. I'll recover from my losses.

nupu
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So could this be potentially an unlimited detail technology ?

giorginatidze
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@pyalot I thought OSX could already run OpenGL and Linux could run DirectX couldn't they?

KaryudoDS
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?? If you can tessellate everything on this pixel levels, all the geometry up close could be extremely detailed and smooth in realtime applications.

giorginatidze
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n050up4u rage is NOT a dx9 game.
It is an openGL game, because of multi-platform support.
Carmack even mentioned it in an interview and had a rant about openGL.

nonameplsno
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Just me thinking of epic meal time? :P

madichelp
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put some better textures in it, then trees, then monsters, then people, then nice songs, and make it online = Kickass MMORPG!

nighynigh