ae1b4a6a28373ab5107410d61257e43ddd0f0e0a
Use the same attribute conversion class for PBVH and regular mesh attribute extraction. This makes the GPU formats we use for each attribute type more explicit and centralizes the conversions from the attribute types to the GPU types. It's also a bit more aligned to how we could use implicit sharing for GPU vertex buffer data. Unfortunately it isn't possible to use this same code for curves and point clouds because they use textures for their evaluated data, and 3-wide vectors (e.g. `float3`) aren't supported on GPUs with our current texture abstraction. For generic attributes, the long term approach will probably be to use an SSBO instead. Pull Request: https://projects.blender.org/blender/blender/pulls/114340
…
Blender
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline-modeling, rigging, animation, simulation, rendering, compositing, motion tracking and video editing.
Project Pages
Development
License
Blender as a whole is licensed under the GNU General Public License, Version 3. Individual files may have a different, but compatible license.
See blender.org/about/license for details.
Description
Languages
C++
78%
Python
14.9%
C
2.9%
GLSL
1.9%
CMake
1.2%
Other
0.9%
