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The tessellation model processes a patch at a time, either a quad, tri or "isoline" domain, and does not embody any specific surface representation.It strictly generates domain locations that are fed to a programmable shader (Domain Shader(12)) that is responsible for generatingpositions and any ancillary shading information (texture coordinates, tangent frames, normals, etc.). The domain locations are water tight across a boundaryif identical level of detail is used, otherwise the hardware plays no role in ensuring crack free surfaces. This specification does not cover any specificsurface representation, or how to map representations to the given pipeline.
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