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some texture artifacting
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Dren_Utogi writes:

you cant bend a plane like that . When you want to creat something like that you need to use 3 planes not 2.

Fri May 10 2013 12:43AM Report
Quizzical writes:

This was an illustration to demonstrate one use of geometry shaders for this thread:

Fri May 10 2013 8:04AM Report
Dren_Utogi writes: the front plane is bad. Mon May 13 2013 1:00AM Report
Dren_Utogi writes: where the front crease is, the 2 side planes are clipping to create a invisible triangle, this is not good and can lead to problems with texturting and graphic glitches Mon May 13 2013 1:34AM Report
Quizzical writes:

There isn't a front plane.  It's a triangulation of the side of a cylinder.  There are 16 facets, no two of which lie in the same plane, and many of which are culled as being back faces.

The real reason that the geometry looks bad is that I turned the tessellation degree way down to show the base vertex data.  At the proper tessellation degree, the geometry looks fine.  See the other pictures in the thread I mentioned above.

The real purpose of this was to demonstrate a way that you can easily get texture artifacting, as explained in the thread mentioned above.  It's actually something of a pain to fix if you're using DirectX 9.0c or OpenGL 3.1 or earlier, but with geometry shaders, there's a trivial fix for it.

Mon May 13 2013 8:42AM Report
Dren_Utogi writes: doesnt matter, you cant bend a polygon that way. :P :) Mon May 13 2013 1:14PM Report writes:
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