helmut.bressler Posted September 18, 2015 Posted September 18, 2015 Hello, I'm trying to increase the mesh resolution of an ObjectWater by adding tesselation to my custom material, which inherits from water_base (The vertex shader and the control shader are just passing through the vertex data, the computation previously performed in the original water/vertex_surface.shader has been moved to the evaluation shader). My problem now is that the material is not rendered at all, after investigating this issue I found out that the primitive topology in the input assembler is not correctly configured. It is still PRIMITIVE_TOPOLOGY_TRANGLELIST but it should be D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST. Can the material be configured in such a way that the correct primitive topology is used during rendering? (I checked the mesh_tessellation_base material but I couldn't find anything related to that) Another obvious question which I may should have asked earlier: Is it possible to increase the mesh resolution for a ObjectWater via either the unigine script or the c++ API? Thank you and cheers Helmut
necris Posted September 29, 2015 Posted September 29, 2015 Hello Helmut,Unfortunately you can't use tesselation processed onto the GPU for current Unigine water implementation.But in the next SDK update new console commands for density grid editing will be available.
helmut.bressler Posted September 29, 2015 Author Posted September 29, 2015 Hello necris, That sounds good, I tried to do the tesselation via the geometry shader, which is working but it is very slow. I'm looking forward to it. Thank you very much. Cheers Helmut
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