mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-28 22:31:07 +00:00
234 lines
7.8 KiB
C++
234 lines
7.8 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../far/dispatcher.h"
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#include "../far/loopSubdivisionTables.h"
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#include "../osd/glDrawRegistry.h"
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#include "../osd/glDrawContext.h"
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#include "../osd/opengl.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawContext::OsdGLDrawContext() :
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_patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0),
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_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0)
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{
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}
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OsdGLDrawContext::~OsdGLDrawContext()
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{
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glDeleteBuffers(1, &_patchIndexBuffer);
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glDeleteTextures(1, &_vertexTextureBuffer);
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glDeleteTextures(1, &_vertexValenceTextureBuffer);
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glDeleteTextures(1, &_quadOffsetsTextureBuffer);
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glDeleteTextures(1, &_patchParamTextureBuffer);
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glDeleteTextures(1, &_fvarDataTextureBuffer);
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}
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bool
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OsdGLDrawContext::SupportsAdaptiveTessellation()
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{
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#ifdef OSD_USES_GLEW
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// XXX: uncomment here to try tessellation on OSX
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// if (GLEW_ARB_tessellation_shader)
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// return true;
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#endif
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static const GLubyte *version = glGetString(GL_VERSION);
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if (version and version[0] == '4')
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return true;
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return false;
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}
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template <typename T> static GLuint
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createTextureBuffer(T const &data, GLint format, int offset=0)
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{
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GLuint buffer = 0, texture = 0;
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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glGenTextures(1, &texture);
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
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&data[offset], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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#endif
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return texture;
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}
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OsdGLDrawContext *
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OsdGLDrawContext::Create(FarPatchTables const * patchTables, bool requireFVarData) {
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if (patchTables) {
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OsdGLDrawContext * result = new OsdGLDrawContext();
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if (result->create(patchTables, requireFVarData)) {
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return result;
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} else {
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delete result;
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}
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}
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return NULL;
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}
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bool
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OsdGLDrawContext::create(FarPatchTables const * patchTables, bool requireFVarData) {
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assert(patchTables);
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_isAdaptive = patchTables->IsFeatureAdaptive();
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// Process PTable
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FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
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glGenBuffers(1, &_patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
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patchArrays, patchTables->GetMaxValence(), 0);
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/*
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#if defined(GL_ES_VERSION_2_0)
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// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
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// instead of GetFaceVertices().
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const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
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int level = tables->GetMaxLevel();
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const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
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int numIndices = (int)indices.size();
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// Allocate and fill index buffer.
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glGenBuffers(1, &_patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
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// OpenGLES 2 supports only triangle topologies for filled
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// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
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// For the convenience of clients build build a triangles
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// index buffer by splitting quads.
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int numQuads = indices.size() / 4;
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int numTrisIndices = numQuads * 6;
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std::vector<short> trisIndices;
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trisIndices.reserve(numTrisIndices);
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for (int i=0; i<numQuads; ++i) {
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const int * quad = &indices[i*4];
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trisIndices.push_back(short(quad[0]));
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trisIndices.push_back(short(quad[1]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[3]));
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trisIndices.push_back(short(quad[0]));
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}
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// Allocate and fill triangles index buffer.
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glGenBuffers(1, &patchTrianglesIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
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#endif
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*/
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// allocate and initialize additional buffer data
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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// create vertex valence buffer and vertex texture
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FarPatchTables::VertexValenceTable const &
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valenceTable = patchTables->GetVertexValenceTable();
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if (not valenceTable.empty()) {
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_vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
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// also create vertex texture buffer (will be updated in UpdateVertexTexture())
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glGenTextures(1, &_vertexTextureBuffer);
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}
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// create quad offset table buffer
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FarPatchTables::QuadOffsetTable const &
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quadOffsetTable = patchTables->GetQuadOffsetTable();
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if (not quadOffsetTable.empty())
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_quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
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// create ptex coordinate buffer
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FarPatchTables::PatchParamTable const &
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patchParamTables = patchTables->GetPatchParamTable();
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if (not patchParamTables.empty())
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_patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I);
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// create fvar data buffer if requested
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FarPatchTables::FVarDataTable const &
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fvarTables = patchTables->GetFVarDataTable();
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if (requireFVarData and not fvarTables.empty())
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_fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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#endif
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return true;
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}
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void
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OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements)
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{
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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#endif
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// XXX: consider moving this proc to base class
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// updating num elements in descriptor with new vbo specs
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for (int i = 0; i < (int)patchArrays.size(); ++i) {
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PatchArray &parray = patchArrays[i];
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PatchDescriptor desc = parray.GetDescriptor();
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desc.SetNumElements(numVertexElements);
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parray.SetDescriptor(desc);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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