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# [Mermaid](https://mermaid.js.org/) | ||
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- [集成社区](https://mermaid.js.org/ecosystem/integrations-community.html) | ||
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- [mermaid API](https://mermaid.js.org/config/setup/modules/mermaidAPI.html) | ||
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<pre class="mermaid"> | ||
graph TD | ||
A[Client] --> B[Load Balancer] | ||
B --> C[Server01] | ||
B --> D[Server02] | ||
</pre> | ||
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<pre class="mermaid"> | ||
flowchart LR | ||
A --> B | ||
</pre> | ||
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<pre class="mermaid"> | ||
%%{init: { "theme": "forest" } }%% | ||
graph TD | ||
A(Forest) --> B[/Another/] | ||
A --> C[End] | ||
subgraph section | ||
B | ||
C | ||
end | ||
</pre> |
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# Tessellation | ||
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# Tessellation | ||
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Tessellation is the process of breaking a high-order primitive (which is known as a | ||
patch in OpenGL) into many smaller, simpler primitives such as triangles for rendering. | ||
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The process of breaking down a complex polygon or analytic surface into | ||
a mesh of convex polygons. This process can also be applied to separate a complex | ||
curve into a series of less complex lines. | ||
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## Tessellation control shader | ||
A shader that runs before fixed-function tessellation | ||
occurs. It executes once per control point in a patch primitive and produces | ||
tessellation factors and a new set of control points as an output primitive | ||
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## Tessellation evaluation shader | ||
A shader that runs after fixed-function tessellation | ||
occurs. It executes once per vertex generated by the tessellator |
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