Culling problem in terrain with DX11 tessellation
Hi guys! I have a problem using DX11 tessellation.
My situation: I have a terrain and I want to apply a desert sand material (obtained through content examples) and use the tessellation to get an amazing effect.
The problem is with culling in the screen borders. It is seen better in a screenshot: https://drive.google.com/file/d/0B3Apfe1LHlZHaUNOZUdGemhUMkE/view?usp=sharing
The effect in game is horrible!!!
Here is the layered material: https://drive.google.com/file/d/0B3Apfe1LHlZHbDEyTFI4UENIRmc/view?usp=sharing
Thanks a lot!
asked Aug 03 '16 at 11:06 AM in Rendering
Anybody has the same problem?
answered Aug 05 '16 at 01:20 PM
I have the same issue.
answered Aug 07 '16 at 12:34 AM
Tessellation is a GPU effect, so it is not considered when performing culling, so extreme levels of tessellation that rise or lower the terrain a lot will cause culling to be incorrect, as it will continue to use the heightmap of the terrain to determine the bounds for culling, your better off deforming the terrain and only using tessellation to rise/lower the terrain a little.
answered Aug 07 '16 at 05:07 AM
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