I have implemented a triangle tessellation shader as shown in the example on this website.
How can I determine the total number of faces that would be output for defined inter
and outer
tessellation factors? - It doesn't effect my program in any way I would just like to know my poly/face count.
The number of triangles for the barycentric subdivision of a single triangle (where the inner and outer subdivision is equal) can be found using a simple recursion:
// Calculate number of triangles produced by barycentric subdivision (i.e. tessellation)
// Where n is the level of detail lod and outer and inner level is always equal
int calculateTriangles(int n) {
if(n < 0) return 1; // Stopping condition
if(n == 0) return 0;
return ((2*n -2) *3) + calculateTriangles(n-2); // Recurse
}