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Support ptex mesh - Step 2: fix the shader #194
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-) fix the winding of triangles in the geometry shader; -) apply correct uv; -) use a more standard way to read data from the buffer texture;
@ALL: This is ready for review. |
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Thanks @bigbike -- this minimal PR makes reviewing so easy! Left some small typo comments but otherwise LGTM. 👍
src/shaders/ptex-default-gl410.geom
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@@ -6,8 +6,12 @@ out vec2 uv; | |||
void main() { | |||
gl_PrimitiveID = gl_PrimitiveIDIn; | |||
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uv = vec2(1.0, 0.0); | |||
gl_Position = gl_in[1].gl_Position; | |||
// the triangle trip generated is (3, 0, 2, 1), |
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typo: trip
-> strip
src/shaders/ptex-default-gl410.geom
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uv = vec2(1.0, 0.0); | ||
gl_Position = gl_in[1].gl_Position; | ||
// the triangle trip generated is (3, 0, 2, 1), | ||
// which is is different from replicaSDK. |
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typo: is is
-> is
…cebookresearch#194) * Changed Shortest Path Follower criteria to use geodesic distance
…_fix_shader Support ptex mesh - Step 2: fix the shader
This PR is to
-) fix the winding of triangles in the geometry shader;
-) apply correct uv;
-) use a more standard way to read data from the buffer texture;
Motivation and Context
To support ptex mesh rendering in our simulator
How Has This Been Tested
Local on Mac and Linux. See details at #132
Types of changes
Checklist