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95c84b8f56
This avoids adaptive tessellation artifacts near silhouette edges by using the projected diameter of an edge's bounding sphere rather than the length of the projected edge itself. There is a nice writeup of this by Bryan Dudash of NVIDIA at: https://developer.nvidia.com/content/dynamic-hardware-tessellation-basics |
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far | ||
hbr | ||
osd | ||
tools/stringify | ||
CMakeLists.txt | ||
version.h |