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Method for setting tessellation domain


Rastar
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An additional method for specifying the tessellation domain for a surface and/or mesh would be great. It seems right now only triangular tessellation is possible. This would also require that surfaces are sent to the shaders even if they only contain a vertex array and no index array for the triangles (not sure if LE is doing that already).

 

May sound like an esoteric nice-to-have function, but it shouldn't be too hard to add, and actually the fact that Leadwerks provides easy access to an OpenGL4 tessellation shader separates it from many other engines (Unity e.g. only does tessellation for DX11). And there are some truly amazing things you can do with that functionality....!

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