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https://github.com/PixarAnimationStudios/OpenSubdiv
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Fixed an error in the DirectCompute shader. This resolves https://github.com/PixarAnimationStudios/OpenSubdiv/issues/313.
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@ -211,8 +211,8 @@ void runKernel( uint3 ID )
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int fidx1 = _F_IT[tableOffset + 4 * i + 1];
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int fidx1 = _F_IT[tableOffset + 4 * i + 1];
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int fidx2 = _F_IT[tableOffset + 4 * i + 2];
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int fidx2 = _F_IT[tableOffset + 4 * i + 2];
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int fidx3 = _F_IT[tableOffset + 4 * i + 3];
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int fidx3 = _F_IT[tableOffset + 4 * i + 3];
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bool triangle = (fidx2 == fidx3);
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bool isTriangle = (fidx2 == fidx3);
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float weight = (triangle ? 1.0f / 3.0f : 1.0f / 4.0f);
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float weight = (isTriangle ? 1.0f / 3.0f : 1.0f / 4.0f);
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Vertex dst;
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Vertex dst;
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clear(dst);
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clear(dst);
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@ -223,7 +223,7 @@ void runKernel( uint3 ID )
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addVaryingWithWeight(dst, readVertex(fidx0), weight);
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addVaryingWithWeight(dst, readVertex(fidx0), weight);
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addVaryingWithWeight(dst, readVertex(fidx1), weight);
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addVaryingWithWeight(dst, readVertex(fidx1), weight);
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addVaryingWithWeight(dst, readVertex(fidx2), weight);
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addVaryingWithWeight(dst, readVertex(fidx2), weight);
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if (!triangle) {
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if (!isTriangle) {
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addWithWeight(dst, readVertex(fidx3), weight);
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addWithWeight(dst, readVertex(fidx3), weight);
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addVaryingWithWeight(dst, readVertex(fidx3), weight);
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addVaryingWithWeight(dst, readVertex(fidx3), weight);
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}
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}
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