forked from bartvdbraak/blender
Cycles microdisplacement: fix handling of triangles in DiagSplit
Theres still more room for improvement but this makes things useable. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1921
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@ -259,17 +259,10 @@ float QuadDice::scale_factor(SubPatch& sub, EdgeFactors& ef, int Mu, int Mv)
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void QuadDice::add_corners(SubPatch& sub)
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{
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/* add verts for patch corners */
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if(sub.patch->is_triangle()) {
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add_vert(sub, 0.0f, 0.0f);
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add_vert(sub, 1.0f, 0.0f);
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add_vert(sub, 0.0f, 1.0f);
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}
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else {
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add_vert(sub, 0.0f, 0.0f);
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add_vert(sub, 1.0f, 0.0f);
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add_vert(sub, 0.0f, 1.0f);
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add_vert(sub, 1.0f, 1.0f);
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}
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add_vert(sub, 0.0f, 0.0f);
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add_vert(sub, 1.0f, 0.0f);
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add_vert(sub, 0.0f, 1.0f);
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add_vert(sub, 1.0f, 1.0f);
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}
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void QuadDice::add_grid(SubPatch& sub, int Mu, int Mv, int offset)
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@ -458,15 +451,21 @@ void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
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add_triangle(sub.patch, outer_w[0], outer_u[0], outer_v[0]);
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}
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else {
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/* center vertex + 6 triangles */
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/* center vertex + up to 6 triangles */
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int center = add_vert(sub, make_float2(1.0f/3.0f, 1.0f/3.0f));
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add_triangle(sub.patch, outer_w[0], outer_w[1], center);
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add_triangle(sub.patch, outer_w[1], outer_w[2], center);
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/* if this is false then there is only one triangle on this side */
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if(outer_w.size() > 2)
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add_triangle(sub.patch, outer_w[1], outer_w[2], center);
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add_triangle(sub.patch, outer_u[0], outer_u[1], center);
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add_triangle(sub.patch, outer_u[1], outer_u[2], center);
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if(outer_u.size() > 2)
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add_triangle(sub.patch, outer_u[1], outer_u[2], center);
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add_triangle(sub.patch, outer_v[0], outer_v[1], center);
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add_triangle(sub.patch, outer_v[1], outer_v[2], center);
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if(outer_v.size() > 2)
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add_triangle(sub.patch, outer_v[1], outer_v[2], center);
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}
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}
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@ -475,6 +474,16 @@ void TriangleDice::dice(SubPatch& sub, EdgeFactors& ef)
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/* todo: handle 2 1 1 resolution */
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int M = max(ef.tu, max(ef.tv, ef.tw));
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/* Due to the "slant" of the edges of a triangle compared to a quad, the internal
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* triangles end up smaller, causing over-tessellation. This is to correct for this
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* difference in area. Technically its only correct for equilateral triangles, but
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* its better than how it was.
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*
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* (2*cos(radians(30))/3)**0.5
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*/
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float S = 0.7598356856515927f;
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M = max((int)ceil(S*M), 1);
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reserve(ef, M);
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add_grid(sub, ef, M);
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@ -128,82 +128,62 @@ void DiagSplit::split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef
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assert(ef.tv == T(sub.patch, sub.Pw, sub.Pu));
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assert(ef.tw == T(sub.patch, sub.Pu, sub.Pv));
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if(depth == 0) {
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dispatch(sub, ef);
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return;
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int non_uniform_count = int(ef.tu == DSPLIT_NON_UNIFORM) +
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int(ef.tv == DSPLIT_NON_UNIFORM) +
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int(ef.tw == DSPLIT_NON_UNIFORM);
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switch(non_uniform_count) {
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case 1: {
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/* TODO(mai): one edge is non-uniform, split into two triangles */
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// fallthru
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}
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case 2: {
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/* TODO(mai): two edges are non-uniform, split into triangle and quad */
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// fallthru
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}
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case 3: {
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/* all three edges are non-uniform, split into three quads */
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/* partition edges */
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QuadDice::EdgeFactors ef0, ef1, ef2;
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float2 Pu, Pv, Pw, Pcenter;
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partition_edge(sub.patch, &Pu, &ef1.tv0, &ef2.tu0, sub.Pw, sub.Pv, ef.tu);
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partition_edge(sub.patch, &Pv, &ef0.tv0, &ef1.tu0, sub.Pu, sub.Pw, ef.tv);
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partition_edge(sub.patch, &Pw, &ef2.tv0, &ef0.tu0, sub.Pv, sub.Pu, ef.tw);
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Pcenter = (Pu + Pv + Pw) * (1.0f / 3.0f);
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/* split */
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int tsplit01 = T(sub.patch, Pv, Pcenter);
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int tsplit12 = T(sub.patch, Pu, Pcenter);
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int tsplit20 = T(sub.patch, Pw, Pcenter);
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ef0.tu1 = tsplit01;
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ef0.tv1 = tsplit20;
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ef1.tu1 = tsplit12;
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ef1.tv1 = tsplit01;
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ef2.tu1 = tsplit20;
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ef2.tv1 = tsplit12;
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/* create subpatches */
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QuadDice::SubPatch sub0 = {sub.patch, sub.Pu, Pw, Pv, Pcenter};
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QuadDice::SubPatch sub1 = {sub.patch, sub.Pw, Pv, Pu, Pcenter};
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QuadDice::SubPatch sub2 = {sub.patch, sub.Pv, Pu, Pw, Pcenter};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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split(sub2, ef2, depth+1);
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break;
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}
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default: {
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/* all edges uniform, no splitting needed */
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dispatch(sub, ef);
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break;
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}
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}
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if(ef.tu == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pv, sub.Pw, ef.tu);
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/* split */
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int tsplit = T(sub.patch, sub.Pu, Psplit);
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ef0.tv = ef.tv;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tw;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pu, Psplit, sub.Pw};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pu, sub.Pv, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else if(ef.tv == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pw, sub.Pu, ef.tv);
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/* split */
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int tsplit = T(sub.patch, sub.Pv, Psplit);
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ef0.tv = ef.tw;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tu;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pv, Psplit, sub.Pu};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pv, sub.Pw, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else if(ef.tw == DSPLIT_NON_UNIFORM) {
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/* partition edges */
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TriangleDice::EdgeFactors ef0, ef1;
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float2 Psplit;
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partition_edge(sub.patch,
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&Psplit, &ef1.tu, &ef0.tu, sub.Pu, sub.Pv, ef.tw);
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/* split */
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int tsplit = T(sub.patch, sub.Pw, Psplit);
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ef0.tv = ef.tu;
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ef0.tw = tsplit;
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ef1.tv = tsplit;
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ef1.tw = ef.tv;
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/* create subpatches */
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TriangleDice::SubPatch sub0 = {sub.patch, sub.Pw, Psplit, sub.Pv};
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TriangleDice::SubPatch sub1 = {sub.patch, sub.Pw, sub.Pu, Psplit};
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split(sub0, ef0, depth+1);
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split(sub1, ef1, depth+1);
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}
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else
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dispatch(sub, ef);
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}
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void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth)
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@ -303,10 +283,6 @@ void DiagSplit::split_triangle(Patch *patch)
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TriangleDice::SubPatch& sub = subpatches_triangle[i];
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TriangleDice::EdgeFactors& ef = edgefactors_triangle[i];
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ef.tu = 4;
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ef.tv = 4;
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ef.tw = 4;
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ef.tu = max(ef.tu, 1);
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ef.tv = max(ef.tv, 1);
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ef.tw = max(ef.tw, 1);
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@ -316,6 +292,24 @@ void DiagSplit::split_triangle(Patch *patch)
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subpatches_triangle.clear();
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edgefactors_triangle.clear();
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/* triangle might be split into quads so dice quad subpatches as well */
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QuadDice qdice(params);
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for(size_t i = 0; i < subpatches_quad.size(); i++) {
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QuadDice::SubPatch& sub = subpatches_quad[i];
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QuadDice::EdgeFactors& ef = edgefactors_quad[i];
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ef.tu0 = max(ef.tu0, 1);
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ef.tu1 = max(ef.tu1, 1);
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ef.tv0 = max(ef.tv0, 1);
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ef.tv1 = max(ef.tv1, 1);
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qdice.dice(sub, ef);
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}
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subpatches_quad.clear();
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edgefactors_quad.clear();
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}
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void DiagSplit::split_quad(Patch *patch)
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