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authorSergey Sharybin <sergey.vfx@gmail.com>2015-08-25 13:40:50 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-08-25 14:16:55 +0300
commit5cf519ac51b07d4322d811925ffad7a015e400a7 (patch)
tree89bb07fcc641c6bbabcc4af5599f639b14de773c /intern/opensubdiv
parent51d969c6a9a663dd1c833c2cacf7457afb10a4b4 (diff)
OpenSubdiv: Better approximation of vertex normals
Use vertex varying data which gives better approximation of normals. Still not ideal but should be closer for higher poly meshes to correct normal. The only way to have proper smooth normals seems to be to implement patch evaluation in tessellation shader, but that's a bit PITA with current GLSL usage in our draw code.
Diffstat (limited to 'intern/opensubdiv')
-rw-r--r--intern/opensubdiv/opensubdiv_capi.cc6
1 files changed, 3 insertions, 3 deletions
diff --git a/intern/opensubdiv/opensubdiv_capi.cc b/intern/opensubdiv/opensubdiv_capi.cc
index e3bc5891c45..23146fcfc5d 100644
--- a/intern/opensubdiv/opensubdiv_capi.cc
+++ b/intern/opensubdiv/opensubdiv_capi.cc
@@ -156,14 +156,14 @@ struct OpenSubdiv_GLMesh *openSubdiv_createOsdGLMeshFromTopologyRefiner(
*/
bits.set(OpenSubdiv::Osd::MeshAdaptive, 0);
bits.set(OpenSubdiv::Osd::MeshUseSingleCreasePatch, 0);
- bits.set(OpenSubdiv::Osd::MeshInterleaveVarying, 0);
+ bits.set(OpenSubdiv::Osd::MeshInterleaveVarying, 1);
bits.set(OpenSubdiv::Osd::MeshFVarData, 1);
bits.set(OpenSubdiv::Osd::MeshEndCapBSplineBasis, 1);
// bits.set(Osd::MeshEndCapGregoryBasis, 1);
// bits.set(Osd::MeshEndCapLegacyGregory, 1);
- const int num_vertex_elements = 6;
- const int num_varying_elements = 0;
+ const int num_vertex_elements = 3;
+ const int num_varying_elements = 3;
GLMeshInterface *mesh = NULL;
TopologyRefiner *refiner = (TopologyRefiner*)topology_refiner;