[D3D12] Disable adaptive tessellation temporarily because of cracks

This commit is contained in:
Triang3l
2018-12-29 21:12:21 +03:00
parent 928e46c8b2
commit 87d663d7e0
2 changed files with 5 additions and 3 deletions

View File

@@ -39,7 +39,7 @@ XeHSConstantDataOutput XePatchConstant(uint xe_patch_id : SV_PrimitiveID) {
xe_tessellation_factor_range.y);
// UVW are taken with ZYX swizzle (when r1.y is 0) in the vertex (domain)
// shader. Edge 0 is with U = 0, edge 1 is with V = 0, edge 2 is with W = 0.
// TODO(Triang3l): Verify this order.
// TODO(Triang3l): Verify this order. There are still cracks.
output.edges[0] = edge_factors.z;
output.edges[1] = edge_factors.y;
output.edges[2] = edge_factors.x;