09/06/2017

Research:

  • Fixed depth error. Should initialize depth buffer after obj load
  • Fixed drawing triangles for the cut line:
    • I wrongly set the “layout (triangle_strip, max_vertices = 3) out”, if max_vertices = 3, only one triangle will be outputted!
  • Should use vertex, tess, geom, frag shaders together now! Let recall the whole pipeline…https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview
  • (09/08 added) I met an error for tessellation:
  • Use tessellation CTRL shader to determine the level of tessellation:
    • how to determine the level dynamically? Can do this
    • Ensure that the shared edge(s) between the patches use the same level of tessellation
  • Use tessellation eval shader to calculate the area of the triangle.
  • ——————————————————————————————————————————
  • How to dynamically solve the problem of tessellation?
  • Central Triangle??

Others:

…悲剧就是将美好的东西毁灭给人看…