Published On Apr 17, 2024
In this video we learn how to use the tessellation pipeline in order to achieve dynamic level of detail of our terrain mesh.
š Timecodes š
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
šFor more information:š
š¹Geomipmapping video tutorial: Ā Ā Ā ā¢Ā GeomipmappingĀ //Ā TerrainĀ RenderingĀ ep...Ā Ā
š¹Tessellation article by LearnOpenGL: https://learnopengl.com/Guest-Article...
š¹Calculate the normal from the height map: https://stackoverflow.com/questions/4..., Ā Ā /Ā normals_of_a_heightmap_terrainĀ Ā
Make sure to watch all the previous tutorials in the "Vulkan For Beginners" playlist at Ā Ā Ā ā¢Ā VulkanĀ ForĀ BeginnersĀ Ā
Please visit https://ogldev.org to see more of my tutorials on modern OpenGL.
š„Link to source:
https://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.
šContacts:
š¹Email: [email protected]
š¹Instagram: @ogldev1
š¹Github: https://github.com/emeiri/ogldev.git
š¹Twitter: @ogldev
š¹One time donations (Paypal): https://ogldev.org/donate.html
š¹Patreon: Ā Ā /Ā ogldevĀ Ā
šCredits:
š¹Image by Gerd Altmann from Pixabay.com
š¹Video by Attila Pergel from Pixabay.com
Enjoy,
Etay Meiri
#vulkan