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Practical Rendering and Computation with Direct3D 11 by Jack Hoxley, Matt Pettineo, Jason Zink

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Appendix C: Tessellation Summary

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.

Summary of Tessellation Parameters

When using tessellation, consider the following:

1. There are three basic primitive types that can be tessellated:

a. Line

b. Triangle

c. Quad

2. There are two independent axes of tessellation:

a. Edge

b. Inside

3. The fixed function tessellator determines ...

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