Commit: cad3a7d36ccd2b776fefc9401486fda33d27a5ec
Author: Sergey Sharybin
Date:   Thu Jul 3 13:58:52 2014 +0600
https://developer.blender.org/rBcad3a7d36ccd2b776fefc9401486fda33d27a5ec

Add comment around adaptive subsivisions

They will requite tessellation shader implemented, let's not
worry about this at this point.

===================================================================

M       intern/opensubdiv/opensubdiv_capi.cc

===================================================================

diff --git a/intern/opensubdiv/opensubdiv_capi.cc 
b/intern/opensubdiv/opensubdiv_capi.cc
index 1ae9e75..c5fe795 100644
--- a/intern/opensubdiv/opensubdiv_capi.cc
+++ b/intern/opensubdiv/opensubdiv_capi.cc
@@ -270,6 +270,9 @@ struct OpenSubdiv_GLMesh 
*openSubdiv_createOsdGLMeshFromEvaluator(
        OsdHbrMesh *hmesh = util_mesh.GetHbrMesh();
 
        OsdMeshBitset bits;
+       /* TODO(sergey): Adaptive subdivisions are not currently
+        * possible because of the lack of tessellation shadet.
+        */
        bits.set(OpenSubdiv::MeshAdaptive, 0);
        bits.set(OpenSubdiv::MeshFVarData, 1);

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