Comments (7)
Hi, thanks for reporting this. I will take a look when I have some time. To be honest it was a very long time since I touched tessellation and I was kinda hoping no one would try anyway, but here we go. :)
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I couldn't reproduce the exact problem you described, but there was an unbound constant buffer for a tessellator stage which I fixed. It should be working now.
To use tessellation, you can either tick the Tessellation enabled checkbox in the editor or call wiRenderer::SetTessellationEnabled(true) from application code. After that, meshes will be tessellated according to their tessellationfactor value.
Let me know if you are still having problems.
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lol...it's still happening yet you closed this...
I'm sorry for not replying sooner. I'm using D3D11. It doesn't matter what I do, tessellation isn't working. I tend to reply on Sponza for testing. I added a displacement map for the lion head, and sure enough after allowing tessellation and selecting more than 1, the mesh turns black.
from wickedengine.
Sorry about that. What is your engine version number displayed at the top left corner?
from wickedengine.
0.21.6
Sorry I was a jerk about it, won't happen again.
I'm not sure whats causing it, but basically: I make sure tessellation is checked in the renderer, I go to tessellate a mesh that I have given a displacement map to. Then I choose a tessellation factor other than zero for any mesh and it immediately turns the mesh and material black.
from wickedengine.
So I've game it an other look. First, displacement map was not working for tessellation (I removed it long ago). I readded it again, but has some todos: need to add parameter to control displacement strength, and need to add proper texture LODing which is not trivial to do inside domain shader.
For the time being, tesellation supports contour tessellation better, which rounds mesh geometry edges.
I also could reproduce the flickering on one nvidia GPU, and unfortunately it looks like driver issue to me right now. It only happens when there are a certain amount of draw calls/instances for some reason which should not affect it. The debug layer is not giving me any warnings so I'm not sure how would I approach it. Also it works fine in Nsight graphics debugger. I will maybe contact Nvidia with a repro sample some time.
I will keep this open for the time being. Thanks for reporting this again!
from wickedengine.
Thanks for getting to this so fast. I really appreciate it (great engine you have here).
You can close this if you want, I'll work around it for now.
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