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MAYA-125723 - Implement display layer's bbox mode for instanced geometry #2709
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…he use of the newly introduced, internal representation forcedBBox
{ | ||
ReprVector::const_iterator it | ||
= std::find_if(reprs.begin(), reprs.end(), [reprToken](ReprVector::const_reference e) { | ||
return reprToken == e.first; |
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I suppose the vector is not sorted so std::binary_search cannot be used.
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Those are stored in an RPrim and managed by Hydra. They are not sorted.
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// Instanced primitives with instances in display layers use 'forced' representations to | ||
// draw those specific instances, so the 'forced' representations should be inited alongside | ||
if (reprToken != HdVP2ReprTokens->forcedBbox) { |
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inited -> initialized, but not worth making a new commit just for that.
return reprToken == e.first; | ||
}); | ||
HdReprSharedPtr curRepr = (it != reprs.end() ? it->second : nullptr); | ||
// Find the current representation in the array of all inited representations |
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Same inited -> initialized, again not worth a commit.
HdSceneDelegate* delegate, | ||
HdRenderParam* renderParam, | ||
HdDirtyBits* dirtyBits, | ||
ReprVector const& reprs); |
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I'd like to have some docs/comment that explain what each function does and why. I guess it falls into a larger scope of documenting how the render delegates work.
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