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https://github.com/PixarAnimationStudios/OpenSubdiv
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specification (how many elements exists in the buffer). client will create OsdVertexBuffer and provide it as an argument of OsdMesh::Subdivide() function. It would be more flexible and hopefully matches various use cases. Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple shader registry into glslDispatcher. It will configure shaders for given vertex elements on demand (for now, just works only for varying buffer). Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way, OsdCudaVertexBuffer manages vertex updating instead of just using OsdGpuVertexBuffer. Cleaned up some kernel codes and renamed ambiguous names. |
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far | ||
hbr | ||
osd | ||
tools/stringify | ||
CMakeLists.txt | ||
version.h |