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https://github.com/PixarAnimationStudios/OpenSubdiv
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Because our plugin sets UVs with individual face-varying vertices, Maya interprets the buffer as discontinuous everywhere. Adding a node in the graph that merges UVs along non-boundary edges resolves this problem (until the plugin outputs the UV vertex indices in an aggregated manner). |
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.. | ||
CMakeLists.txt | ||
osdPolySmooth.cpp | ||
osdPolySmooth.h | ||
osdPolySmooth.mel |