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Issue #631: fixing vertex attributes on rightHanded meshes when refining for the viewport #632

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marktucker
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When refining a USD mesh packed primitive, if we have vertex attributes
and we had to reveress the winding order (i.e. the USD primitive's
orientation attribute is "rightHanded"), we need to reorganize the
vertex attribute data whether we are refining for the viewport or not.

and we had to reveress the winding order (i.e. the USD primitive's
orientation attribute is "rightHanded"), we need to reorganize the
vertex attribute data whether we are refining for the viewport or not.
@spitzak
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spitzak commented Sep 20, 2018

What if there already is an indirect index array?

@marktucker
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I haven't actually tested that case, so I don't know if it works or not. This issue is just about the difference that viewport refinement doesn't work one case where refinement to polygons works. It would be good to know if refinement (to viewport and polygons) works with indirect primvars, but if not I think that warrants a separate issue.

@jtran56
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jtran56 commented Sep 20, 2018

Filed as internal issue #USD-4777.

@pixar-oss pixar-oss merged commit e3e875b into PixarAnimationStudios:dev Jan 14, 2019
pixar-oss added a commit that referenced this pull request Jan 14, 2019
…tributes

Issue #631: fixing vertex attributes on rightHanded meshes when refining for the viewport

(Internal change: 1925071)
@marktucker marktucker deleted the dev_houdini_display_vertex_attributes branch March 26, 2019 04:27
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5 participants