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.
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 :)
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.
This includes C-API bindings in intern/opensubdiv and CMAke module
which finds the OpenSubdiv library. This filea are not in use so
far, making it a separate commit to make actual integration commit
more clear.