Description
Now that we have a not-great-but-sometimes-suitable approach to tessellation with D3D11 (it involves injecting manually written versions of the HLSL hull/domain shaders), we can look at what we can do for Metal.
Now that we have a not-great-but-sometimes-suitable approach to tessellation with D3D11 (it involves injecting manually written versions of the HLSL hull/domain shaders), we can look at what we can do for Metal.