Re: GTX 580 EndlessCity demo on GTX 480
I have a (possibly) dumb question...
Why do the flat surfaces in the demo need to be tessellated also? My understanding of tessellation is that it generates additional triangles that actually change the surface of an object - say to make it more bumpy. But then why does this implementation generate 100's of triangles for a flat surface? The additional triangles in this case do nothing to change the shape of the object.
If tessellation only added triangles where they were needed, it would greatly reduce the number of required triangles to get the same result.
Or am I missing something here?
ASUS P6T Deluxe V2 | i7 920 @ 3.6GHz
POV GTX480 | 6GB Patriot DDR3 @1443
X-Fi Fatal1ty Pro | 120GB OCZ Vertex SSD
2xSamsung 7200 750GB RAID 0| Akasa Eclipse 62