To add to that, a reliable source has told me that, at a recent conference, Sony were explaining that their curved surface implementation can actually have cracks between the tessellated triangles.Ailuros said:Colour me biased but the few demonstration demos for PSP didn't exactly knock me out of my socks either, yet I am confident that SONY will have the better content after all.
Simon F said:To add to that, a reliable source has told me that, at a recent conference, Sony were explaining that their curved surface implementation can actually have cracks between the tessellated triangles.Ailuros said:Colour me biased but the few demonstration demos for PSP didn't exactly knock me out of my socks either, yet I am confident that SONY will have the better content after all.
OK, I'll bite. Even I can't think of a perverse use for that sort of "bug art".darkblu said:that could come useful 8)
I can confirm your source is reliableSimon F said:To add to that, a reliable source has told me that, at a recent conference, Sony were explaining that their curved surface implementation can actually have cracks between the tessellated triangles.
Simon F said:To add to that, a reliable source has told me that, at a recent conference, Sony were explaining that their curved surface implementation can actually have cracks between the tessellated triangles.Ailuros said:Colour me biased but the few demonstration demos for PSP didn't exactly knock me out of my socks either, yet I am confident that SONY will have the better content after all.
"Nice".
MfA said:So when will cracks appear? Just when using fractional tesselation for continuous detail or in general?
Well there was a bug in an earlier version - perhaps I can resurrect it from the version control system.Ailuros said:Sony was explaining that they have cracks? It's a feature, not a bug. Quick get gaps in your implementation too
I'm led to believe it only has integer LOD and that is fixed across each patch, hence you get cracks if you try to vary the LOD across the model.MfA said:So when will cracks appear? Just when using fractional tesselation for continuous detail or in general?
That would seem to be an artifact for any HOS implementation.Kristof said:From what I hear they can not have different levels of tesselation on different patch edges. So when 2 patches touch each other and one has a higher level of tesselation than the neighbouring patch then they will not line up, you effectively get cracks between the 2 patches. AFAIK there is also only integer tesselation levels not fractional. Then again I hear a lot...
Chalnoth said:That would seem to be an artifact for any HOS implementation.Kristof said:From what I hear they can not have different levels of tesselation on different patch edges. So when 2 patches touch each other and one has a higher level of tesselation than the neighbouring patch then they will not line up, you effectively get cracks between the 2 patches. AFAIK there is also only integer tesselation levels not fractional. Then again I hear a lot...
Oh, sorry, I misread your post. Wow, yeah, that's pretty limiting that you have to have the same level of tesellation on all edges of the same patch (I was solely thinking of neighboring patches).Kristof said:Errr... no... you just need to support different tesselation levels for each patch edge. If you want to support depth-adaptive techniques this is quite essential.
K-