Hi ParticlePeter,

there is no link to my thesis (nonpublic -> industry paid -> sorry). 
Tessellation was just a small part of the actual work so I guess it would be 
anyway exhausting. 

I guess you already checked the papers I mentioned above. These are good papers 
to start with if you are familiar with the non fixed function pipeline in 
OpenGL 4.0. What I realy advise to read is the OpenGL tessellation shader ARB. 
It explains what happens in that pipeline in detail. 

I found simple tessellation examples either in DirectX 11.0 as well as OpenGL 
4.0 as Praesentation slides at the internet. Google for it.

You can also check what small changes I added to OpenSceneGraph but therefore 
you should really be familiar with the tessellation shader ARB. 

If you like to go on with my unfinished work, let me know.

Cheers,
Holger

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http://forum.openscenegraph.org/viewtopic.php?p=41293#41293





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