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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. |
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far | ||
hbr | ||
osd | ||
sdc | ||
tools/stringify | ||
vtr | ||
CMakeLists.txt | ||
version.cpp | ||
version.h |