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.
This commit is contained in:
2015-08-25 12:40:50 +02:00
parent 51d969c6a9
commit 5cf519ac51

View File

@@ -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;