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Hi @fabal, I will convert this issue to a discussion and in future please use discussion forums to ask question. |
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Hi @fabal, Yes, the behavior of the code here is desired and necessary. Vp2RenderDelegate uses a different shader to draw the object when the color is constant across the whole object (HdInterpolationConstant & HdInterpolationInstance) vs. when the color varies across the object. The shader returned by GetFallbackShader has a non-varying float4 color parameter, while the shader returned by GetFallbackCPVShader has a varying float4 color parameter, so the Color Per Vertex material has an additional color geometry stream requirement. If we used the CPV shader for both type of interpolation then when the interpolation is constant we'd have to create a color buffer and fill every value with the same color, which is wasteful. |
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Just found out the |
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Hi there, the VP2 render delegate displays vertex colours authored in USD using a constant interpolation differently than other interpolation, i.e.:
maya-usd/lib/mayaUsd/render/vp2RenderDelegate/mesh.cpp
Line 1784 in 7250d4a
The rationale for this behaviour is unclear to me, is it still needed?
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