Terrain Tessellation Shaders // Terrain Rendering Episode 13
OGLDEV OGLDEV
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 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.

šŸ“š Timecodes šŸ“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

šŸ“šFor more information:šŸ“š
šŸ”¹Geomipmapping video tutorial: Ā Ā Ā ā€¢Ā GeomipmappingĀ //Ā TerrainĀ RenderingĀ ep...Ā Ā 
šŸ”¹Tessellation article by LearnOpenGL: https://learnopengl.com/Guest-Article...
šŸ”¹Calculate 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.

šŸ”„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.

šŸ”—Contacts:
šŸ”¹Email: [email protected]
šŸ”¹Instagram: @ogldev1
šŸ”¹Github: https://github.com/emeiri/ogldev.git
šŸ”¹Twitter: @ogldev
šŸ”¹One time donations (Paypal): https://ogldev.org/donate.html
šŸ”¹Patreon: Ā Ā /Ā ogldevĀ Ā 

šŸ™Credits:
šŸ”¹Image by Gerd Altmann from Pixabay.com
šŸ”¹Video by Attila Pergel from Pixabay.com

Enjoy,

Etay Meiri

#vulkan

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