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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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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.
@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.