Read all comments and made corrections to files that aren't part of
OpenSubdiv itself but are packaged with it.
Commandline output of glPtexViewer is affected. Otherwise no functional
changes.
- Fix crashes on glEvalLimit and glStencilViewer with CLEW
- Currently GPU patch evaluation only supports BSpline patches.
raise an error message in glEvalLimit for the unsupported combinations
until GregoryBasis evaluation will be added to them.
- the framebuffer class in examples/common is unstable in certain drivers.
removing offscreen rendering for now.
- move screenshot function to GLUtils.
- fix vertex attrib binding bug (not showing control mesh on osx)
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into
examples/common
- delete all drawCageEdges/drawCageVertices from viewers and
use ControlMeshDisplay class
The GLFW context version hint is a minimum version, not maximum version so
requesting 4.4 and then falling back to lower versions doesn't make sense.
This change sets the minimum version to 3.2 and attempts to standardize this
across all example apps.
Also print the maximum supported GL version along with the context version
at startup.
All examples, regression tests and tutorials directly looked into
opensubdiv source directory to grab the header files. This is somewhat
convenient during development but they can mistakenly access private
header files.
With this change, when OPENSUBDIV_INCLUDE_DIR is given to cmake,
it will be used as an include search path to build examples etc.
Otherwise it follows the same behavior as before.
Also replaces include references to the files in regression dir
to be relative, and cleanups some copy-paste patterns.
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
In OpenSubdiv 2.x, we encapsulated subdivision tables into
compute context in osd layer since those tables are order-dependent
and have to be applied in a certain manner. In 3.0, we adopted stencil
table based refinement. It's more simple and such an encapsulation is
no longer needed. Also 2.0 API has several ownership issues of GPU
kernel caching, and forces unnecessary instantiation of controllers
even though the cpu kernels typically don't need instances unlike GPU ones.
This change completely revisit osd client facing APIs. All contexts and
controllers were replaced with device-specific tables and evaluators.
While we can still use consistent API across various device backends,
unnecessary complexities have been removed. For example, cpu evaluator
is just a set of static functions and also there's no need to replicate
FarStencilTables to ComputeContext.
Also the new API delegates the ownership of compiled GPU kernels
to clients, for the better management of resources especially in multiple
GPU environment.
In addition to integrating ComputeController and EvalStencilController into
a single function Evaluator::EvalStencils(), EvalLimit API is also added
into Evaluator. This is working but still in progress, and we'll make a followup
change for the complete implementation.
-some naming convention changes:
GLSLTransformFeedback to GLXFBEvaluator
GLSLCompute to GLComputeEvaluator
-move LimitLocation struct into examples/glEvalLimit.
We're still discussing patch evaluation interface. Basically we'd like
to tease all ptex-specific parametrization out of far/osd layer.
TODO:
-implments EvalPatches() in the right way
-derivative evaluation API is still interim.
-VertexBufferDescriptor needs a better API to advance its location
-synchronization mechanism is not ideal (too global).
-OsdMesh class is hacky. need to fix it.
Remove the ptex-specific code from the Far::TopologyRefiner and instead provide it in a separate class Far::PtexIndices. Clients who need to use the Ptex API need to first build a Far::PtexIndices object by providing it with a refiner.
This has the advantage of keeping the API on the TopologyRefiner a little cleaner. The ptex methods were const but were mutating state with const_casts. The new mechanism still achieves the same lazy initialization behavior by forcing clients to instantiate them exactly when needed.
A disadvantage of this approach is that the PatchTablesFactory creates its own PtexIndices and throws it out after the patch tables are created. This is great if you're never going to need the ptex indices again, but not so great if you will need them again.
- renamed Sdc::Type to SchemeType and TypeTraits to SchemeTypeTraits
- renamed TYPE_ prefix to SCHEME_
- updated all usage within core library
- updated all usage in examples, tutorials, etc.
- move level of refinement / isolation into the Options structs
- fix splash damage in rest of the code
note 1: this is less than ideal, because most compilers accept the previous
call to these functions with an incorrect parameter list (ie. passing
the level instead of the struct issues no warnings and compiles...)
caveat emptor...
note 2: the level parameter names may not be final for adaptive modes
as we will likely want independent controls over crease vs.
extraordinary vertex isolation.
Const' declared instances of Vtr::Array do not protect the pointer held
privately by the class properly. In order to force the compiler to
protect this pointer, we removed all non-const accessors from Vtr::Array
(now renamed Vtr::ConstArray) and moved them to a child class (Vtr::Array),
which requires const_cast<> operators internally to allow access.
The change & renaming is then propagated to all internal dependencies.
- added an option to Far::StencilTablesFactory to generate stencils for
coarse control vertices
- refactored interpolation code out into Far::PatchTables
- corrected tangent interpolation
- code cleanup & comments