Tessellation is the Vertex Processing stage in the OpenGL rendering pipeline where patches of vertex data are subdivided into smaller Primitives.
This process is governed by two shader
stages and a fixed-function
stage.
Two of the stages are programmable
; between them is a fixed function
stage.
Generally, the process of tessellation involves subdividing a patch of some type
, then computing new vertex values (position, color, texture coordinates, etc.) for each of the vertices generated by this process
. Each stage of the tessellation pipeline performs part of this process.