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OpenGL tessellation shaders - more experiments
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Additional experiments with tessellation shaders applied to my procedurally generated terrain with hydraulic erosion.
Again, I used a grid with 128x128 patches with max tessellation level = 16 and procedurally generated heightmap and normal map of 2048x2048 pixels.
Heavily inspired by this very useful tutorial by Dr. Jeffrey Paone hosted on LearnOpenGL:
Done using: C++, modern OpenGL, glm math library, glfw and the amazing ImGUI for the UI controls.
Again, I used a grid with 128x128 patches with max tessellation level = 16 and procedurally generated heightmap and normal map of 2048x2048 pixels.
Heavily inspired by this very useful tutorial by Dr. Jeffrey Paone hosted on LearnOpenGL:
Done using: C++, modern OpenGL, glm math library, glfw and the amazing ImGUI for the UI controls.
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