This an example I wrote for my OpenGL example collection ([ Ссылка ]). It demonstrates the usage of tessellation shaders in OpenGL to dynamically adapt the local vertex count of the terrain that is given by a float texture.
Whenever the geometry gets all ugly I switched off the tessellation to show the difference between the "base data" and the expanded one.
Source code:
[ Ссылка ]
Twitter:
[ Ссылка ]
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