Age | Commit message (Collapse) | Author |
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OSD display needs more work, since it uses some legacy OpenGL light and material functions.
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In the move to OpenGL 3.3 core profile, we drop support for compatibility profile and older versions.
OpenSubdiv was the only user; I'll update OSD next.
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A bit work in progress, currently the following limitations:
- Texture shading only, Material shading will come later
- No UVs subdivision yet
- Always uses active UV and currently changing active UV will
not properly update the viewport.
Well, need to start somewhere :)
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This is always asking for problems. Additionally, that call was leading
to OpenGL calls happening from threads.
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non-main thread
This is really similar to what GPU module was already doing. There are number of
possible improvements still:
- Re-use allocated VAOs when requesting new ones instead of going to the trouble
of freeing VAO and then re-creating it again.
- Move VAO handling to GPU module.
Fixes T46589: OpenSubdiv crash with drivers
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The issue was introduced by a wrong fix for T46247. Now both reports should
be properly solved.
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Reported by newbz in IRC, thanks!
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Implementation is less optimal compared to non-opensubdiv drawing but
it is now as good as we can do it without affecting on how patches are
being created by OpenSubdiv.
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Use coarse coordinates to calculate AABB which gives much better approximation
of AABB than using unity AABB size.
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The issue was caused by the changes from this morning.
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The issue was caused by CCG code being confused by number of geometry returned
by utility functions in the case of the skipped grids.
Made it so that code is always only working with CCG data and handled drawing
code in a bit special way now.
This solves such crashes as i.e. snapping.
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Those files are still not in use (SCons will tyr to compile new CCGSubSurf files
but no code will be in use at all because those new files are fully wrapped by
ifdef WITH_OPENSUBDIV check).
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