![]() The Tessellation Evaluation Shader performs the interpolation. Thus you have to specify, in the shader program, how the attributes of the input patch are mapped to the attributes of the output patch. While the input patch size is defined by GL_PATCH_VERTICES, the output patch size is define by layout (vertices = 3) out. But the input patch size can be different of the output patch size. The input to the Tessellation Control Shader is a patch and the output is patch too. You have specifies the number of vertices that will be used to make up a single patch primitive, by glPatchParameteri: glPatchParameteri(GL_PATCH_VERTICES, 3) įurther more you have to pass the color all the way, through all the shader stages, from the vertex shader to the fragment shader: Gl_Position = (gl_TessCoord.x * gl_in.gl_Position + gl_TessCoord.y * gl_in.gl_Position + gl_TessCoord.z * gl_in.gl_Position) Layout (triangles, equal_spacing, ccw) in GlGetShaderInfoLog(shader, maxLength, &maxLength, &errorLog) įor (int i = 0 i get_window()) = false)Ĭonst GLfloat color GlGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength) GlGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled) GlShaderSource(shader, 1, &src, nullptr) Void Shaders::create_shader(GLenum type, GLuint& shader, const char* src) GlCreateVertexArrays(1, &vertexArrayObject) GlAttachShader(program, tessEvaluationShader) GlAttachShader(program, tessControlShader) Std::string te_str = load_file(tessEvaluationPath) Ĭreate_shader(GL_VERTEX_SHADER, vertexShader, vs_src) Ĭreate_shader(GL_FRAGMENT_SHADER, fragmentShader, fs_src) Ĭreate_shader(GL_TESS_CONTROL_SHADER, tessControlShader, tc_src) Ĭreate_shader(GL_TESS_EVALUATION_SHADER, tessEvaluationShader, te_src) Std::string tc_str = load_file(tessControlPath) Std::string fs_str = load_file(fragmentPath) Std::string vs_str = load_file(vertexPath) What could be the reason? Shaders::Shaders(const char* vertexPath, const char* fragmentPath, const char* tessControlPath, const char* tessEvaluationPath) When i only use vertex shader and fragment shader everything works good. ![]() Everything seems to be fine from the code side. Shaders compile correctly and there is no linking error. I started learning opengl and I'm at the stage of tessellation and I have problem, my triangle won't displaying when I attach tesselation shaders to program.
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