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MAYA-123181 - As a user, I'd like my prims to be in untextured mode when in a Display Layer #2599

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merged 10 commits into from
Sep 19, 2022

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vlasovi
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@vlasovi vlasovi commented Sep 14, 2022

  • Introducing support for two simultaneous compiled material networks in HdVP2Material: Full and Untextured. Before, only one one network might be compiled at a time.
  • Fixing mixed multi-viewport styles, which were broken lately, all the while keeping the optimal performance.
  • Adding a separate representation for Untextured draw style with support from meshes, curves and points
  • Supporting display layer's "texturing" attribute

…d to compiled material network into a separate entity: CompiledNetwork.

This is required to proceed in future to having two separate compiled networks: full and untextured
…l and Untextured. This commit contains some temporary code in proxyRenderDelegate.cpp that will be removed in later commits of this PR.
…mizations introduced by William Krick some time ago. Those changes needed for proper implementation of untextured mode
…memory overwrite inside MVertexBuffer::commit call, by using an alternative MVertexBuffer::update function.
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vlasovi commented Sep 14, 2022

@JGamache-autodesk This is a big PR with a lot of changes. It might be easier for you to go through individual commits

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Looks good to me. Telling Github to ignore whitespace really helped with the material changes.

if (inUntexturedMode) {
untexturedNetworkMap = vtMatResource.UncheckedGet<HdMaterialNetworkMap>();
ConvertNetworkMapToUntextured(untexturedNetworkMap);
// full network is synced only if required by display style
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Unclear why the untextured network is always synced. Especially when we want the full network for the textured Repr.

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The default viewport style in Maya is untextured, so I thought of untextured material network as default as well, especially since it's lightweight compared to the other one. However, you are right and technically we shouldn't be forced to always sync it.

@vlasovi vlasovi added the ready-for-merge Development process is finished, PR is ready for merge label Sep 16, 2022
@seando-adsk seando-adsk added the vp2renderdelegate Related to VP2RenderDelegate label Sep 19, 2022
@seando-adsk seando-adsk merged commit 7d021be into dev Sep 19, 2022
@seando-adsk seando-adsk deleted the vlasovi/MAYA-123181 branch September 19, 2022 14:38
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4 participants