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?
- How to generate meshes in Blender and how to export to do quad or isoline tessellation
- 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