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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41293#41293 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
