Advanced Tessellation in Vulkan
From the blog "Development Blog"
Previously I talked about the technical details of hardware tessellation and what it took to make it truly useful. In this article I will talk about some of the implications of this feature and the more advanced ramifications of baking tessellation into Turbo Game Engine as a first-class feature in the
Although hardware tessellation has been around for a few years, we don't see it used in games that often. There are two big problems that need to be overcome.
We need a way to preven