Looking for guidelines for Quad or Isoline Tessellations

Hello,
I learned from Alfonse, that quads tessellation is different from triangle tessellation

So, I am studying terrain tessellation tutorial in Vulkan-Sample or in Sascha’s tutorials
I found that, for terrain quad tessellations, they require quad patch of vertices and different indexing rule

Then why don’t we have general guideline to quads tessellation and isoline tessellation ?

Could you please teach me briefly about steps to do this?

  1. How to generate meshes in Blender and how to export to do quad or isoline tessellation
  2. How to import those meshes in Vulkan and how to set up vertice patches and index buffers

Also, is it correct that isoline tessellation is not supported by default ?

Thank you

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