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2016-07-22OpenSubdiv: Properly respect Subdivide UVs optionSergey Sharybin
2016-07-21Add BKE_mesh_calc_islands_loop_poly_uvmap and use it in new OSD UV subdiv.Bastien Montagne
Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam, to avoid confusion...
2016-07-21OpenSubdiv: Prepare majority of things to have proper subdivided UVSergey Sharybin
Mainly the changes are related on establishing API to feed UV islands to OpenSubdiv, so it will know all the connectivity information and will be able to do proper interpolation. Island calculation is currently rather slow, not sure how to make it fast and not use lots of allocations. Shouldn't be THAT bad, since this code is only runs once when creating OSD mesh, and it's probably still faster than our orientation code.
2016-07-20OpenSubdiv: Initial work to support UV maps in textured OSD viewportSergey Sharybin
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 :)
2015-07-22OpenSubdiv: Optimize speed of topology refiner constructionSergey Sharybin
Now the conversion code uses mesh element mapping to speed up lookups. Gives really nice speed improvement here, but the cost is higher memory usage during refiner construction. On the dragon scene here topology refiner construction time goes down from 5 seconds to around 0.01. It's possible to reduce the memory footprint by allocating mapping in stages (don't allocate all of them at once, but do it on demand only and free them after they're not needed anymore).
2015-07-20OpenSubdiv: Add OpenSubdiv files which are related on the CCGSubSurf and GPUSergey Sharybin
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).