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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