Controlling tessellation on a per-patch basis

I am interested in being able to control SceneKit tessellation level on a per-patch bases. I am rendering a terrain heightmap which is generated procedurally as a noise texture. The terrain contains some relatively flat areas and also some rough mountain peaks. Ideally I would like the tessellation of the mountains to be at a high level while the flat planes remain mostly un-tesellated.


I can't find much documentation on how SceneKit actually does tesselation and how to control it beyond the knobs in SCNGeometryTessellator. A shader modifier entry point for tessellation control would be ideal but I don't think that currently exists. Are there other options?

Replies

>I can't find much documentation


Seen this scenekit doc?


https://developer.apple.com/documentation/scenekit/scnprogram/1523852-tessellationcontrolshader


And this thread from last year?


https://forums.developer.apple.com/thread/49394


Otherwise, might need to file a feature request via the bug reporter.