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  Tesselation vs geometry shaders  (Read 1304 times)
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Offline ags1

Senior Member


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« Posted 2012-06-25 22:50:16 »

Geometry shaders can emit new vertexes, so what is the point of tessellation shaders? When do you use one or the other?
Offline Spasi
« Reply #1 - Posted 2012-06-26 00:03:14 »

Geometry shaders were not designed for large-scale amplification of vertex data. The most obvious benefit of having specialized pipeline stages for tessellation (and the tessellator, a fixed function unit in between) is performance. Read this post for details on how the GS design affects performance. GS is still useful for many other effects (per-face normal computation, easy wireframe rendering, etc).
Offline theagentd
« Reply #2 - Posted 2012-06-26 06:13:32 »

Tessellation is a lot less flexible, but also a lot faster at splitting up a triangle into smaller ones. The geometry shader is also run after the tessellation for each generated triangle.

Myomyomyo.
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