.@warrenm Hi Warren. I am currently reading the tessellation docs. My question if you would be kind: Is it possible to use a kernel function instead of vertex function for the post-tessellation stage?
What are you trying to do? If you want to operate further on the tessellated vertices, I think you could create a non-rasterizing render pipeline (ie, without a fragment function) and write them to a buffer from the post-tesselation function.
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I'm trying to write tess data to a buffer for use later. I did implement a non-rasterizing vertex function (with fragment shader set to nil) to write to a buffer. I may just keep it that way, and just feed the output buffer through a kernel.
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