- test if a vertex is a corner (one incident face)
- test if valence of a vertex is regular
- tests if a vertex is semi- or inf-sharp
- tests if an edge is semi- or inf-sharp
- default flags include warnings enabled by -Wall and -Wextra
- suppressed newer warnings in public headers and internal files
(-Wclass-memaccess, -Wcast-function-type, -Wdeprecated-copy)
- suppressed -Wunused-function from internal source files
- normalized the rational weights for pairs of interior points
- fixed sign swap error in mixed partial of bilinear patches
- applied changes to both far/patchBasis and osd/patchBasisCommon
This set of commits includes the addition of a new evaluation interface
that treats a subdivision mesh more like a piecewise parametric surface
primitive. The new interface was placed in namespace "Bfr" for "Base
Face Representation" as all concepts and classes relate to a single face
of the base mesh.
Client applications may keep track of the active shader program so as to
not unnecessarily bind and unbind the same shader consecutively as
switching shaders is costly.
The current behavior of the OpenGL compute evaluator is to set the
active shader to 0 (zero) after running its program(s) which might
interfere with the aforemoentioned client applications' behavior,
leading to bugs.
Instead of unsetting any previously set shader program, cache the
current program before using the evaluator program, and reset the active
program to the previous one when done.
In Blender, this lead to some rendering artifacts. See https://
developer.blender.org/D15064 for more details on it.
Assigned the postfix "_static" to the static framework
and also fixed header installation. This makes the static
framework usable and also fixes build errors when using
recent versions of CMake. Also fixes build errors that
can occur when building with multiple threads.
This adds support for the standard global option
BUILD_SHARED_LIBS
to select whether to build shared libraries.
Note that building shared DLL libraries is still
not yet supported on Windows.
At build time, the preprocessor symbols: OSD_USES_GLEW or
OSD_USES_INTERNAL_GLAPILOADER determine the GL API loader
that will be used by the OSD library.
This introduces an internal glLoader library which allows
most of the implementation to be agnostic about the
implementation of the GL loading library. Specifically,
this removes references to the GLEW headers and libraries
from the rest of the source code and build system.
Minor update to the implementation of a few internal tagging
methods in Vtr to avoid violating strict-aliasing rules.
Specifically, switched to using std::memcpy instead of
reinterpret_cast to implement type punning.
Removed the link dependency from libosd to
the Ptex library since Ptex is used only by the
examples. Updated examples/common to separate
the common Ptex sources from the other common
sources so that they are used only by the Ptex
examples.
- minor changes to Doxygen comments based on feedback
- new description for PatchTableFactory::Options::EndCapType
- fixed warnings related to Doxygen use of <REAL> in patchTable.h
Several of the methods in osd/patchBasisCommon.h were
never intended as public API, and several have been
deprecated in favor of the newer OsdEvaluatePatchBasis()
and OsdEvaluatePatchBasisNormalized() methods. These
obsolete methods have now all be marked as deprecated.
Also, fixed a minor spelling typo in glslPatchBasisCommon.glsl
Updated the Gregory patch tessellation shaders to account for
transition edges.
Changed the implementation of OsdGetTessParameterizationTriangle()
to take the input parametric location as a 3-component value. This
allows the edge parameterization to be more numerically robust and
consistent.
Also, corrected some minor discrepancies between the various
tessellation shader configurations.
The irregular patches around extraordinary vertices
might have transitions edges depending on the secondary
refinement level specified during topological refinement.
We used to skip the computation of the transition mask
for irregular patches, but this is now necessary
since the introduction of the secondary level option.
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.
Updated Metal shaders to add support for drawing triangle
patches. This matches the current GLSL implementation.
- BoxSplineTriangle and GregoryTriangle patch shaders
- tess factor and tess evalutation for triangle patches
- improved adaptive tessellation code organization and function names
- quartic Bezier triangle patch evaluation
- OsdGetPatchIsTriangleRotated() function added
- OsdInterpolatePatchCoordTriangle() function added