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Question by
IVIachine · Jan 16, 2018 at 07:59 PM ·
shadertrianglesprimitivestessellationgeometry shader
Track patch ID's in Tessellation rendering pipeline
Is it possible in a shader to track the ID's over primitives generated during the tessellation process? I tried semantics such as SV_PrimitiveId as well as passing the control point down the pipeline but it always returns the id of the primitive that was tessellated.
If it isn't possible to track an ID for each newly generated triangle, is there any way to get this new triangle data to a compute shader?
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