forked from bartvdbraak/blender
5cf519ac51
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. |
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.. | ||
CMakeLists.txt | ||
gpu_shader_opensubd_display.glsl | ||
opensubdiv_capi.cc | ||
opensubdiv_capi.h | ||
opensubdiv_converter_capi.h | ||
opensubdiv_converter.cc | ||
opensubdiv_device_context_cuda.cc | ||
opensubdiv_device_context_cuda.h | ||
opensubdiv_device_context_opencl.cc | ||
opensubdiv_device_context_opencl.h | ||
opensubdiv_evaluator_capi.cc | ||
opensubdiv_gpu_capi.cc | ||
opensubdiv_intern.h | ||
opensubdiv_partitioned.h | ||
opensubdiv_utils_capi.cc | ||
SConscript |