Im trying to integrate the tessellation code into the game engine of Ch9. For the lights I need to compute the normal vectors, I found an article (Smooth normals and Tessellation - Graphics and GPU Programming - GameDev.net), which they are utilizing a domain shader in D3D. Is there another way in Metal?
Thanks in advance
I haven’t done the math, but you should be able to do it in the vertex shader.
From the Apple docs on tessellation: “The Metal post-tessellation vertex function performs the equivalent computations of the DirectX 11 domain shader”.
If you come up with a solution, I’d be very interested to know.
Apples example project DynamicTerrainWithArgumentBuffers has an example of creating normals for tessellated terrain
Ah yes. Thank you. That’s a great sample