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https://github.com/PixarAnimationStudios/OpenSubdiv
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e6e7c96a52
- replace ptex indexing with the FarPtexCoord structure as a way to pass per-patch ptex data to the shaders. We are replacing a vector<int> arranged as : int[0] : ptex face index int[1] : (u,v) as 16 bits encoding the log2 coordinate of the top left corner Instead we are now using a struct arranged as : int[0] : ptex face index int[1] : is a bit-field containing u,v, rotation, depth and non-quad The u,v coordinates have been reduced to 10 bits instead of 16, which still gives us a lot of margin. - Replace OsdVertexBufferDescriptor with something more adequate for general primvar representation (this name will probably eventually change...) - Improve OsdPatchDescriptor - add a "loop" boolean (true if the patch is of loop type) - add a GetPatchSize() accessor - OsdPatchArray : - remove some redundant elements (still more to do there) - Fix all shader / examples / regressions & stuff to make this all work. fixes #143 |
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.. | ||
AEopenSubdivPtexShaderTemplate.mel | ||
CMakeLists.txt | ||
cudaUtil.cpp | ||
hbrUtil.cpp | ||
hbrUtil.h | ||
OpenSubdivPtexShader.cpp | ||
OpenSubdivPtexShader.h | ||
OpenSubdivPtexShaderOverride.cpp | ||
OpenSubdivPtexShaderOverride.h | ||
osdPtexMeshData.cpp | ||
osdPtexMeshData.h | ||
shader.glsl |