tefusion / godot-subdiv Goto Github PK
View Code? Open in Web Editor NEWFast Subdivision in Godot with opensubdiv
Home Page: https://godotengine.org/asset-library/asset/1488
License: MIT License
Fast Subdivision in Godot with opensubdiv
Home Page: https://godotengine.org/asset-library/asset/1488
License: MIT License
Subdiv converts a 64 bit float to 32 bit float, without converting, to opensubdiv which corrupts the attributes.
b1a8cba#diff-d33d32e5c95b94168ba2419046959073375cd13d9c6d5dbd2956e67a50cfbb92R37
Might be another crash.
Create a glb/gltf file that contained only quads.
Port metal shaders from opensubdiv? Unknown amount of work
Publishing to the asset library?
You may wish to try 8 weights to see if it improves animation quality
https://github.com/tefusion/godot-subdiv/blob/main/src/subdivision/subdivider.cpp#L103-L114
Channels is not initialized with a compile time constant.
Has double dots.
windows.release.x86_64 = "bin/libgodot_subdiv..windows.release.x86_64.dll"
-> windows.release.x86_64 = "bin/libgodot_subdiv.windows.release.x86_64.dll"
One of my uses of subdiv was for skinned meshes like 3d characters.
I think that both I and Camille should be listed in the license as significant contributors since this code was extracted from the Godot Engine branch. See authors.md https://github.com/godotengine/godot/blob/master/AUTHORS.md
https://github.com/fire K. S. Ernest (iFire) Lee (fire) https://github.com/godot-extended-libraries/godot-fire/tree/feature/3.2/opensubdiv-next
https://github.com/pouleyKetchoupp Camille Mohr-Daurat (pouleyKetchoupp) wrote the original proposal godotengine/godot-proposals#784
Verify if comment todo is still accurate.
Core changes needed:
Previously Facebook made an addon to allow quads to pass through from Blender.
I may be able to revive it and publish the extension as https://github.com/omigroup/gltf-extensions
Design required.
Building for architecture x86_64 on platform windows
scons: done reading SConscript files.
scons: Building targets ...
scons: `godot-cpp\bin\libgodot-cpp.windows.debug.x86_64.lib' is up to date.
cl /Fosrc\subdivision_mesh.windows.debug.x86_64.obj /c src\subdivision_mesh.cpp /TP /std:c++17 /nologo /Z7 /Od /EHsc /D_DEBUG /MDd /DTYPED_METHOD_BIND /DDEBUG_ENABLED /DDEBUG_METHODS_ENABLED /D_USE_MATH_DEFINES /Igodot-cpp\godot-headers /Igodot-cpp\include /Igodot-cpp\gen\include /Isrc /Ithirdparty\opensubdiv
subdivision_mesh.cpp
src\subdivision_mesh.cpp(120): error C2440: '=': cannot convert from 'int' to 'const int *'
src\subdivision_mesh.cpp(120): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or parenthesized function-style cast
src\subdivision_mesh.cpp(121): error C2131: expression did not evaluate to a constant
src\subdivision_mesh.cpp(121): note: failure was caused by a read of a variable outside its lifetime
src\subdivision_mesh.cpp(121): note: see usage of 'num_channels'
scons: *** [src\subdivision_mesh.windows.debug.x86_64.obj] Error 2
scons: building terminated because of errors.```
Trying to enable float=64 for our build, but it's crashing.
Any idea how to debug it?
On windows and testing 39847c7 on beta 3 crashes when running subdiv 2 on fox.
https://github.com/KhronosGroup/glTF-Sample-Models/blob/master/2.0/Fox/glTF-Binary/Fox.glb
Character modeling | Pixar in a Box | Computing | Khan Academy
Discover one of Pixar's key modeling technologies: subdivision surfaces.
To get Pixar characters to not look so “computer-y,” artists turn to modeling, creating virtual 3-D shapes on the computer. To smooth those shapes out and make them look even more real, they use a simple algorithm called “subdivision,” and you’ll get to try it, too.
Rewrite in own words.
Set res://addons/godot_subdiv/quad_import_plugin.gd
's subdivision from 0 to a integer number to allow baking in the options menu or hard coded.
One of the original reasons for the autolod system was a presentation from http://twvideo01.ubm-us.net/o1/vault/GDC2014/Presentations/Brainerd_Wade_Tessellation_in_Call.pdf about dynamic quad tesselation.
We can abuse the autolod system in Godot Engine 4 by starting at a higher subdivision and letting the autolod system decimate.
Can you explain why we're not doing this?
The advantage is I can take advantage of gltf2 export and the entire scene system is based ImporterMesh3D -> MeshInstance3D
Is quad_converter_post_import.gd necessary after the import changes?
As godot engine only has a max of 8 bone weights, you can support both 4 and 8 by only weighting 8 weights.
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