Commit: dba987bbf066fb6cc78be251e4473e4d9aebb9c8
Author: Sergey Sharybin
Date:   Fri Jul 4 22:31:01 2014 +0600
https://developer.blender.org/rBdba987bbf066fb6cc78be251e4473e4d9aebb9c8

OpenSubdiv: Just add comments about some new TODOs

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

M       intern/opensubdiv/opensubdiv_gpu_capi.cc

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

diff --git a/intern/opensubdiv/opensubdiv_gpu_capi.cc 
b/intern/opensubdiv/opensubdiv_gpu_capi.cc
index 99cc664..bd79ce2 100644
--- a/intern/opensubdiv/opensubdiv_gpu_capi.cc
+++ b/intern/opensubdiv/opensubdiv_gpu_capi.cc
@@ -138,6 +138,10 @@ void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh 
*gl_mesh, int fill_quads)
        if (!fill_quads) {
                glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
 #ifndef OPENSUBDIV_LEGACY_DRAW
+               /* TODO(sergey): For some reason this doesn't work on
+                * my Intel card and gives random color instead of the
+                * one set by glColor().
+                */
                glUseProgram(wireframe_program);
 #endif
        }
@@ -145,6 +149,11 @@ void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh 
*gl_mesh, int fill_quads)
                int model;
                glGetIntegerv(GL_SHADE_MODEL, &model);
                if (model == GL_FLAT) {
+                       /* TODO(sergey): This is rather just to make stuff 
committable,
+                        * for sure either we'll find a proper solution for 
flat shading
+                        * without using GLSL or we'll always use GLSL and try 
to hook it
+                        * up to the GPU_material pipeline.
+                        */
                        glUseProgram(flat_fill_program);
                }
 #ifndef OPENSUBDIV_LEGACY_DRAW

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