Hi all
referring to this old thread Subdivide faces - general - Forum
I wanted to ask is anyone found the way to subdivide custom mesh inside vvvv?
i see the practical usability in mapping low-resolution mesh > post subdividing > option for finer deforming of geometry (attractor etc.)
If you still want to do your rendering in dx9 you can build only the mesh in dx11 with the tesselation geometry shader and convert it again to a xmesh using vertexbuffer join etc
I think colorsound made a module called geometry split or something like that- it does what you want iirc
but really if you want to play more with tessellation just switch to dx11. Going this other way with readback you are copying everything gpu>cpu>gpu, and losing the advantage of having hardware specificly made for doing exactly what you want at interactive rates.