Deixell Posted December 26, 2011 Posted December 26, 2011 Hello guys, Few days ago I found this new shader function - dxSetShaderTessellation(). I was kinda amazed that MTA can support shader tessellation and decided to put it for a test. Unfortunately, I didn't manage to get it working due to no knowledge of how this function actually works. Well, at least I didn't see any visual changes. Therefore I'd like to know how to make the shader tessellation work. I would also like to know if having DirectX 11 is required to see any visual changes as it seems to be one of its feature in other games. Thanks in advance PS: For those who don't know what tessellation is: https://www.youtube.com/watch?v=4G9anRoY ... re=related
Benevolence Posted December 26, 2011 Posted December 26, 2011 The URL contained a malformed video ID. Fix your link, or embed it into your post. Can other people connect to your server? Use this tool to check: http://nightly.mtasa.com/ports/ Formerly known as Tank07.
Jaysds1 Posted December 27, 2011 Posted December 27, 2011 here's a link I found in youtube: and here's a site were you can get more information: http://www.nvidia.com/object/tessellation.html My in-game name: Jaysds1 Retired CMG Scripter World Of Tanks GameMode (Open-Source): https://github.com/Jaysds1/mtasa-wot-gamemode Online GUI-Editor (WIP): https://forum.mtasa.com/topic/47678-online-gui-editor/
karlis Posted December 27, 2011 Posted December 27, 2011 afaik this is totally other kind of tessalation, all it does is calling multiple shaders per object, divided by object sections [WIP]GTA IV style hud+custom blips + blip text + circular radar areas
Deixell Posted February 2, 2012 Author Posted February 2, 2012 Okay so it turns out that it's not that kind of tessellation I thought it is. But it's still a pretty good feature. Finally, an example of it was added to the shaders list in the wiki (big thanks to the person who dedicated his time to make it): https://wiki.multitheftauto.com/wiki/Sha ... ssellation
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