How do I access tessellated vertex positions?
Hiya, I need to access the displaced vertex positions of a static or procedural mesh at runtime after it has been tessellated and the surface displaced by a height map so I can process the mesh outside of the game thread. Any ideas how I can get hold of this information? Best, Richard
asked Dec 30 '18 at 06:51 PM in Rendering
afaik you cant, since the tessellation runs entirely on gpu. so there is no way for the cpu to retrieve that information.
answered Dec 30 '18 at 07:33 PM
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