* 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
Delete scheme specialized subdivision tables. The base class FarSubdivisionTables
already has all tables, so we just need scheme enum to identify which scheme
the subdivision tables belong to.
This brings a lot of code cleanups around far factory classes.
* replace void* of all kernel applications with CONTEXT template parameter.
It eliminates many static_casts from void* for both far and osd classes.
* move the big switch-cases of far default kernel launches out of Refine so
that osd controllers can arbitrary mix default kernels and custom kernels.
* change FarKernelBatch::kernelType from enum to int, clients can add
custom kernel types.
* remove a back-pointer to farmesh from subdivision table.
* untemplate all subdivision table classes and template their compute methods
instead. Those methods take a typed vertex storage.
* remove an unused argument FarMesh from the constructor of subdivision
table factories.
The existing code in the node assumes that all the faces in the mesh have the same valence
when populating the component tables describing properties such as per-face material assignment.
This fix accounts for arbitrary topology.
fixes#269
- fix crash in the case of partial uv & color sets
- make sure that the default uv set is not dropped if its name is not 'map1'
note: the current fix carries the first uv set to the refined mesh, but custom
names are dropped and replaced by 'map1'. We appear to be running into a Maya
API bug.
fixes#267
- switch PATHS to HINTS to make sure that we pick up the correct location for various files & libs
- fix the list append to dereference variables properly
- minor code style cleanup
fixes#266
cmake find_path function searchs system directories first when PATHS is used.
using HINTS instead forces the search to start in the suggested locations, which
ensures that the correct headers are used.
fixes#265
minor code cleanups:
- change Descriptor::iterator to use a static vector instead of overly complicated logic
- change the private factory PatchType struct for better readability
- variable name changes
On platforms with multiple devices (e.g. OS X Mavericks
with both Intel and Discrete GPU CL devices) we must
create the context and command queue with the correct
device in order to share resources with GL.
This follows existing patterns (more or less), but
there are certainly opportunities to move more of this
sort of logic into macros defined at the top level.
The example code now uses the new glfw*FramebufferSize methods
to determine the size of the windows's framebuffer for rendering
and glfw*WindowSize method for user interaction
Fixes#263
Prevent boundaryEdgeNeighbors[2] from being overrun when an interior
vertex has more than 2 boundary neighbor vertices. The fix is applied
to the GLSL / HLSL and CPU implementations.
Note: this appears to fix long-standing problems with Gregory patches,
but i am not entirely convinced that this fixes the general case.
fixes#259