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Viewing changes to intern/cycles/subd/subd_split.cpp

  • Committer: Package Import Robot
  • Author(s): Jeremy Bicha
  • Date: 2013-03-06 12:08:47 UTC
  • mfrom: (1.5.1) (14.1.8 experimental)
  • Revision ID: package-import@ubuntu.com-20130306120847-frjfaryb2zrotwcg
Tags: 2.66a-1ubuntu1
* Resynchronize with Debian (LP: #1076930, #1089256, #1052743, #999024,
  #1122888, #1147084)
* debian/control:
  - Lower build-depends on libavcodec-dev since we're not
    doing the libav9 transition in Ubuntu yet

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void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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        TriangleDice::SubPatch sub;
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        TriangleDice::EdgeFactors ef;
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        sub.patch = patch;
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        sub.Pu = make_float2(1.0f, 0.0f);
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        sub.Pv = make_float2(0.0f, 1.0f);
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        sub.Pw = make_float2(0.0f, 0.0f);
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        ef.tu = T(patch, sub.Pv, sub.Pw);
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        ef.tv = T(patch, sub.Pw, sub.Pu);
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        ef.tw = T(patch, sub.Pu, sub.Pv);
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        split(sub, ef);
 
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        TriangleDice::SubPatch sub_split;
 
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        TriangleDice::EdgeFactors ef_split;
 
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        sub_split.patch = patch;
 
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        sub_split.Pu = make_float2(1.0f, 0.0f);
 
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        sub_split.Pv = make_float2(0.0f, 1.0f);
 
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        sub_split.Pw = make_float2(0.0f, 0.0f);
 
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        ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
 
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        ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
 
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        ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
 
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        split(sub_split, ef_split);
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        TriangleDice dice(mesh, shader, smooth, dicing_rate);
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        dice.camera = camera;
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void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth)
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{
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        QuadDice::SubPatch sub;
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        QuadDice::EdgeFactors ef;
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        sub.patch = patch;
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        sub.P00 = make_float2(0.0f, 0.0f);
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        sub.P10 = make_float2(1.0f, 0.0f);
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        sub.P01 = make_float2(0.0f, 1.0f);
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        sub.P11 = make_float2(1.0f, 1.0f);
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        ef.tu0 = T(patch, sub.P00, sub.P10);
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        ef.tu1 = T(patch, sub.P01, sub.P11);
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        ef.tv0 = T(patch, sub.P00, sub.P01);
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        ef.tv1 = T(patch, sub.P10, sub.P11);
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        split(sub, ef);
 
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        QuadDice::SubPatch sub_split;
 
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        QuadDice::EdgeFactors ef_split;
 
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        sub_split.patch = patch;
 
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        sub_split.P00 = make_float2(0.0f, 0.0f);
 
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        sub_split.P10 = make_float2(1.0f, 0.0f);
 
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        sub_split.P01 = make_float2(0.0f, 1.0f);
 
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        sub_split.P11 = make_float2(1.0f, 1.0f);
 
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        ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
 
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        ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
 
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        ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
 
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        ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
 
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        split(sub_split, ef_split);
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        QuadDice dice(mesh, shader, smooth, dicing_rate);
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        dice.camera = camera;