Chapter 4 gave an overview of the parameters used to control fixed-function tessellation, as well as the entry points where you can provide wholly custom HLSL code. Chapter 9 took this introduction to tessellation and demonstrates how to apply this powerful Direct3D 11 feature to real-world problems.
For convenience, this appendix is included to summarize the key parameters and considerations for using this new pipeline feature.
When using tessellation, consider the following:
1. There are three basic primitive types that can be tessellated:
2. There are two independent axes of tessellation:
3. The fixed function tessellator determines ...