kernel, call OsdKernelDispatcher::Factory::Register() and keep the integer
result value as kernel handle.
Attempted to elimiate registering function from client code, but currently
disabled (in kernelDispatcher.cpp) because of Maya plugin doesn't work with cuda
kernel.
glutViewer creates kernel menu dynamically according to linked kernels.
Fix a bug of maya plugin crashes.
Closes#14
- use find_package(OpenMP) to test that the compiler supports OMP
(looks like the "express" versions of MSVC do not)
- if not available, make sure that osd does not register those
compute kernels (but does register the CPU standalone ones)
- similar refinements on other dependencies (Maya, CUDA) where
the build "opts in" depending on which libs are found.
some CMakeLists still need more cleanup...
Closes#9
specification (how many elements exists in the buffer).
client will create OsdVertexBuffer and provide it as an argument of
OsdMesh::Subdivide() function. It would be more flexible and hopefully matches
various use cases.
Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple
shader registry into glslDispatcher. It will configure shaders for given vertex
elements on demand (for now, just works only for varying buffer).
Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way,
OsdCudaVertexBuffer manages vertex updating instead of just using
OsdGpuVertexBuffer.
Cleaned up some kernel codes and renamed ambiguous names.