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https://github.com/PixarAnimationStudios/OpenSubdiv
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Clean up simpleCpu code a bit
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a287869e9c
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@ -65,7 +65,7 @@ extern int g_width, g_height, g_frame;
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};
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};
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NSOpenGLPixelFormat *fmt = [[NSOpenGLPixelFormat alloc]
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NSOpenGLPixelFormat *fmt = [[NSOpenGLPixelFormat alloc]
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initWithAttributes:(NSOpenGLPixelFormatAttribute*) attribs];
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initWithAttributes:(NSOpenGLPixelFormatAttribute*) attribs];
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self = [self initWithFrame:frame pixelFormat:fmt];
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self = [self initWithFrame:frame pixelFormat:fmt];
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[fmt release];
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[fmt release];
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@ -112,12 +112,10 @@ extern int g_width, g_height, g_frame;
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int main(int argc, const char *argv[])
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int main(int argc, const char *argv[])
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{
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{
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//
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//
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// It seems that some ATI cards fall back to software when rendering
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// It seems that some ATI cards fall back to software when rendering geometry shaders
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// geometry shaders but only *sometimes*. Post this notice so it's obvious
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// but only *sometimes*. Post this notice so it's obvious that OSD isn't the problem.
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// that OSD isn't the problem.
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//
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//
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// XXX(jcowles): we should only use vertex and fragment shaders to avoid
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// XXX(jcowles): we should only use vertex and fragment shaders to avoid this potential confusion
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// this potential confusion
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//
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//
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std::cout << "--------------------------------------------------------------------------------" << std::endl;
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std::cout << "--------------------------------------------------------------------------------" << std::endl;
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std::cout << "NOTICE: Some Apple hardware runs geometry shaders in software, which will cause" << std::endl;
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std::cout << "NOTICE: Some Apple hardware runs geometry shaders in software, which will cause" << std::endl;
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