- add a limit evaluation method to EvalLimitController that allows
client code to directly pass the output buffer without binding it
to the Context (the call only computes vertex interpolation of a
single sample)
- switch the OsdUtilAdaptiveEvaluator to use the new method from the controller
and stop stomping member
- cleanup buffer and member variables no longer used
- cleanup initialization logic to be better aware of uniform / adaptive
- add some assert sanity checks in the cpuEvalLimitKernels
fixes#293
- fix default selection for pulldown widgets
- move widgets around to prevent overlap in examples
- add a little triangle indicator to the pulldown widget
- switch color from white to yellow for selected pulldown item
- switch shading radio buttons to pulldowns
- re-ordered elements on screen in most viewers
note: the ptex viewer has not been updated to the new look yet
* rolled getNumFVarVertices into allocateTables
* renamed tessellate to triangulateQuads (technically speaking, Loop scheme uses a trivial triangulation)
* condensed the pointer arithmetic used for triangulating the data tables
* maintainance work on the D3D11 specialization of OsdMesh to bring it in line with the other template specializations
* updated the facePartition example to derive PartitionedMesh from OsdMesh in order to allow other vertex buffer and compute controller configurations
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays
* removed the unused level argument from Osd*DrawContext::_initialize
* maintenance work on CL/D3D11 bindings to get them to compile
Before this change the given function used to fail silently in
cases topology is bad or uniform evaluator initialization failed.
This used to leave evaluator in a state which is not usable for
further processing but callee function would never know this and
will likely crash later when evaluating subdivision limit surface.
Ideally error message or code need to be passed to the calle, but
that's marked as TODO for now.
Issue was that evaluator.SetCoarsePositions() is expecting number
of floats in the array to be passed, but the C-API function used
to pass number of vertices there.
* instantiates FarPatchTables with face-varying data for a single uniform subdivision level, or for an adaptively subdivided mesh
* face-varying data is not regenerated if data for multiple uniform subdivision levels is present