The OpenSubdiv public interface currently requires only C++11 but we
choose this version since C++14 has been the default since GCC 6,
Clang 6, and Visual Studio 2017 (for the most part) and C++14 has been
the default for OpenSubdiv on macOS when support for Metal is enabled.
This setting is guarded so that it can be overridden by the caller when
running CMake.
Fixes#1276
The cmake config export paths are now more consistent
with other vfx platform projects.
The target names are now more consistent with existing
opensubdiv static and dynamic library names.
This simplifies build dependencies when cross-compiling
or when building multi-architecture binaries.
For backward compatibility with earlier releases, the compiled
C++ version of this tool is used when no Python interpreter is found.
- 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
- apply bitmask in member initialization to suppress warning
- add public Set...() with bitmask for assignment by users
- replace any assignments with new public Set...() methods
- 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.