Forum

Subdividing faces II


#1

Hi all
referring to this old thread https://discourse.vvvv.org/t/2344
I wanted to ask is anyone found the way to subdivide custom mesh inside vvvv?
i see the practical usability in mapping low-resolution mesh > post subdividing > option for finer deforming of geometry (attractor etc.)

cheers,dimi


#2

Absolutely a job for DX11. Check examples in packs/dx11/girlpower/sm5/tesselation


#3

Thanks. i forgot to say i need it for DX9


#4

Hey,

I’m also in the need for a DX9 version of subdivide faces. … Did you find a solution for that?

cheers, m9d


#5

Why u would use dx9?


#6

Still in love for DX9 … unfortunately I hadn’t the time yet to look into DX11 ;(


#7

Well… u shud… Tesel is also in examples already. Don’t think it somehow possible in dx9 since u need to change topology bla-bla bla.


#8

If you still want to do your rendering in dx9 you can build only the mesh in dx11 with the tesselation geometry shader and convert it again to a xmesh using vertexbuffer join etc


#9

which node to use?


#10

Yea it’s gonna be pretty hard, but it shud be readback, also u gonna need to redo ur indices


#11

@ antokhio: indeed
so any hints what’s next?


#12

I think colorsound made a module called geometry split or something like that- it does what you want iirc

but really if you want to play more with tessellation just switch to dx11. Going this other way with readback you are copying everything gpu>cpu>gpu, and losing the advantage of having hardware specificly made for doing exactly what you want at interactive rates.


#13

yea the fps gonna be rather slow