-Fixed the iOS ViewController to set the correct irregular
patch approximation mode.
-Fixed the setting of fractionalSpacing to be separate from
screenspace tessellation.
-Fixed the configuration of the internal stage-in setting
on embedded builds.
Reorganized the character cells used for UI
elements and removed elements that were not
being used in order to provide more space
for the logo image and logo text.
Updated to the new OpenSubdiv logo and updated
the HUD drawing code used to display the logo
character cells.
These changes update the mtlPtexViewer implementation
to match recent changes to the mtlViewer including:
- improved shader organization
- correct screenspace tessellation
- support for common command line arguments and fit to frame
Updated the mtlViewer to make use of common/argOptions.h
like the other viewers and also implemented a "fit to frame"
hotkey. Both changes help improve manual testing.
Patches with transition edges were not being tessellated
correctly when drawing multiple patch types, e.g. with
Gregory or Legacy Gregory approximation at irregular features,
because the per-patch tess factors buffer was not being
offset correctly for the draw command for each patch type.
Fixed this to be consistent with other patch drawing by
recording and applying offsets when binding this buffer
for each patch type, and making sure that attributes for
the tess factors buffer are bound when drawing Legacy Gregory
patch types.
Removed the use of the LOOP preprocessor symbol from
the remaining example shader code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
Removed the use of the LOOP preprocessor symbol from
the glFVarViewer shaders code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
Improved the implementation of face-varying interpolation
similar to the glFVarViewer. Now the face-varying patch
type is obtained from the face-varying patch array
descriptor instead of being hard-coded by subdivison scheme.
Removed the use of the LOOP preprocessor symbol from
the glFVarViewer shaders code. The shader code is now
configured according to the types of the resulting patches
without depending on the subdivision scheme of the mesh
topology.
This allows the implementation of face-varying interpolation
to be improved and simplifies both the shader code and
application code.
Also, fixed a couple of incorrect buffer/texture bindings
that were raising GL errors.
Changed several default options in the example viewers to the
preferred settings for improved shape fidelity and to improve
consistency between the different viewers:
- enabled smooth corner, and inf sharp patch options by default
- disabled screenspace tess and fractional tess by default
- changed the default approximation to Gregory in the mtlViewer
The normal computed for primitive triangles had a flipped
orientation in the glViewer, This caused linear approximating
patches to be shaded incorrectly for adaptively refined Loop
meshes, and similarly triangles resulting from uniformly refined
Loop meshes.
- included shapes added in recent pull requests
- removed old shapes made redundant by recent additions
- ordered Catmark and Loop sets for consistency
Refactored computation and drawing code used
for tessellated patches to improve readability
and extensibility.
- Updated mtlViewer.metal computation kernel to express
data indexing using familiar semantic concepts: i.e.
primitiveID, vertexID, etc. instead of threadgroup
semantics.
- Updated mtlViewer.mm to consolidate patch type
dispatch. Now, the configuration and execution
of the compute and drawing passes is controlled
by a PipelineConfig descriptor.
Fixed mtlViewer to be more consistent with the other
example viewers and allow screen space tessellation
to be enabled independently from fractional tessellation.
Updated the Metal viewer runtime options to more
closely match the other viewers:
- default to adaptive tessellation
- default to patch type coloring
- present end cap options as: Linear/Regular/Gregory
- exposed switches for patch refinement options:
smooth corner, single crease, inf sharp
- updated fvar linear interpolation labels
and methods to match glFVarViewer
- updated iOS Main.storyboard GUI to match
Refactored the Metal viewer's implementation of
smooth face-varying uv interpolation so that the
face-varying patch basis is correctly determined
by inspecting the face-varying patch array type
descriptors.
Fixed smooth face-varying interpolation for the Metal viewer
when using screen-space tessellation. The location to evaluate
the face-varying value needs to match the computed tess location
instead of the intrinsic position_in_patch.
- added checkboxes for Control Edges and Vertices as used elsewhere
- added checkbox for UV Backface Culling specific to this example
- relabeled the Boundaries pulldown to Linear Interpolation
- renamed variables in source to better reflect the affected enum
- updated all examples/gl* to make use of common/argOptions.h
- implemented -yup where user-supplied geometry is imported
- updated glPtexViewer to use ObjAnim class for animated geometry
- added definition to regression/common/shape_utils.h
- removed examples/common/shapeDesc.h and all references to it
- removed local definitions of ShapeDesc from examples, regressions, etc.
- overloaded Shape::parseObj() with ShapeDesc
- updated examples to use Shape::parseObj(ShapeDesc const&);
- removed axis argument to Shape::ParseObj() and ObjAnim::Create()
- replaced -axis with -yup in examples/common/argOptions
- updated clients of ArgOptions: glViewer, glFVarViewer, dxViewer
- updated documentation for common arguments and usage of examples
Started refactoring how we parse arguments for sample viewer
applications into a common place. This will make it easier
to keep args consistent between applications.
This fixes the build when trying to build both the Metal examples
and the GL examples in the same build. The change is an unfortunate
consequence of how dependencies are bundled together in
examples/common and a future task is needed to split up these
dependencies. The same workaround exists in the DirectX examples as
well and would also benefit from splitting up the dependencies.