diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-08-25 13:40:50 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2015-08-25 14:16:55 +0300 |
commit | 5cf519ac51b07d4322d811925ffad7a015e400a7 (patch) | |
tree | 89bb07fcc641c6bbabcc4af5599f639b14de773c /intern/opensubdiv | |
parent | 51d969c6a9a663dd1c833c2cacf7457afb10a4b4 (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.cc | 6 |
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; |