예제 #1
0
파일: main.cpp 프로젝트: GaryRay/OpenSubdiv
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
keyboard(GLFWwindow *, int key, int scancode, int event, int mods) {
#else
#define GLFW_KEY_ESCAPE GLFW_KEY_ESC
keyboard(int key, int event) {
#endif

    if (event == GLFW_RELEASE) return;
    if (g_hud.KeyDown(tolower(key))) return;

    switch (key) {
        case 'Q': g_running = 0; break;
        
        case '=': setSamples(true); break;
        
        case '-': setSamples(false); break;
        
        case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
    }
}

//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::OsdErrorType err, const char *message)
{
    printf("OsdError: %d\n", err);
    printf("%s", message);
}
예제 #2
0
//------------------------------------------------------------------------------
static void
display() {

    Stopwatch s;
    s.Start();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glViewport(0, 0, g_width, g_height);
    g_hud.FillBackground();

    double aspect = g_width/(double)g_height;
    identity(g_transformData.ModelViewMatrix);
    translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
    rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
    rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
    rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
    translate(g_transformData.ModelViewMatrix,
              -g_center[0], -g_center[1], -g_center[2]);
    perspective(g_transformData.ProjectionMatrix,
                45.0f, (float)aspect, 0.01f, 500.0f);
    multMatrix(g_transformData.ModelViewProjectionMatrix,
               g_transformData.ModelViewMatrix,
               g_transformData.ProjectionMatrix);

    glEnable(GL_DEPTH_TEST);

    drawStencils();

    // draw the control mesh
    g_controlMeshDisplay.Draw(g_stencilOutput->BindSrcBuffer(), 3*sizeof(float),
                              g_transformData.ModelViewProjectionMatrix);

    s.Stop();
    float drawCpuTime = float(s.GetElapsed() * 1000.0f);
    s.Start();
    glFinish();
    s.Stop();
    float drawGpuTime = float(s.GetElapsed() * 1000.0f);

    if (g_hud.IsVisible()) {
        g_fpsTimer.Stop();
        double fps = 1.0/g_fpsTimer.GetElapsed();
        g_fpsTimer.Start();

        g_hud.DrawString(10, -100,  "# stencils   : %d", g_nsamplesDrawn);
        g_hud.DrawString(10, -80,  "EvalStencils : %.3f ms", g_evalTime);
        g_hud.DrawString(10, -60,  "GPU Draw     : %.3f ms", drawGpuTime);
        g_hud.DrawString(10, -40,  "CPU Draw     : %.3f ms", drawCpuTime);
        g_hud.DrawString(10, -20,  "FPS          : %3.1f", fps);

        g_hud.Flush();
    }
    glFinish();

    //checkGLErrors("display leave");
}
예제 #3
0
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {

    if (event == GLFW_RELEASE) return;
    if (g_hud.KeyDown(tolower(key))) return;

    switch (key) {
        case 'Q': g_running = 0; break;

        case '=': setSamples(true); break;

        case '-': setSamples(false); break;

        case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
    }
}
예제 #4
0
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {

    if (event == GLFW_RELEASE) return;
    if (g_hud.KeyDown(tolower(key))) return;

    switch (key) {
        case 'Q': g_running = 0; break;
        case 'F': fitFrame(); break;

        case '[': if (g_currentPatch > 0) {
                      --g_currentPatch;
                      rebuildOsdMeshes();
                  } break;

        case ']': if (g_currentPatch < g_numPatches) {
                      ++g_currentPatch;
                      rebuildOsdMeshes();
                  } break;

        case GLFW_KEY_TAB: toggleFullScreen(); break;
        case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
    }
}
예제 #5
0
파일: viewer.cpp 프로젝트: Len3d/OpenSubdiv
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
keyboard(GLFWwindow *, int key, int scancode, int event, int mods) {
#else
#define GLFW_KEY_ESCAPE GLFW_KEY_ESC
keyboard(int key, int event) {
#endif

    if (event == GLFW_RELEASE) return;
    if (g_hud.KeyDown(tolower(key))) return;

    switch (key) {
        case 'Q': g_running = 0; break;
        case 'F': fitFrame(); break;
        case '+':  
        case '=': g_tessLevel++; break;
        case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
        case '.': g_moveModels = std::max(g_moveModels*2, 1); break;
        case ',': g_moveModels = std::max(g_moveModels/2, 0); break;
        case 'I': g_modelCount = std::max(g_modelCount/2, 1); rebuild(); break;
        case 'O': g_modelCount = std::min(g_modelCount*2, MAX_MODELS); rebuild(); break;
        case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
    }
}

//------------------------------------------------------------------------------
static void
callbackDisplayStyle(int b)
{
    if (g_displayStyle == kVaryingColor or b == kVaryingColor or
        g_displayStyle == kFaceVaryingColor or b == kFaceVaryingColor) {
        // need to rebuild for varying reconstruct
        g_displayStyle = b;
        rebuild();
        return;
    }
    g_displayStyle = b;
}

static void
callbackKernel(int k)
{
    g_kernel = k;

#ifdef OPENSUBDIV_HAS_OPENCL
    if (g_kernel == kCL and g_clContext == NULL) {
        if (initCL(&g_clContext, &g_clQueue) == false) {
            printf("Error in initializing OpenCL\n");
            exit(1);
        }
    }
#endif
#ifdef OPENSUBDIV_HAS_CUDA
    if (g_kernel == kCUDA and g_cudaInitialized == false) {
        g_cudaInitialized = true;
        cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() );
    }
#endif

    rebuild();
}
예제 #6
0
파일: viewer.cpp 프로젝트: Len3d/OpenSubdiv
//------------------------------------------------------------------------------
static void
display() {

    // set effect
    g_effect.displayStyle = g_displayStyle;
    g_effect.screenSpaceTess = (g_screenSpaceTess != 0);
    g_effect.displayPatchColor = (g_displayPatchColor != 0);

    // prepare view matrix
    float aspect = g_width/(float)g_height;
    float modelview[16], projection[16];
    identity(modelview);
    translate(modelview, -g_pan[0], -g_pan[1], -g_dolly);
    rotate(modelview, g_rotate[1], 1, 0, 0);
    rotate(modelview, g_rotate[0], 0, 1, 0);
    rotate(modelview, -90, 1, 0, 0);
    translate(modelview, -g_center[0], -g_center[1], -g_center[2]);
    perspective(projection, 45.0f, aspect, 0.01f, 500.0f);

    g_effect.SetMatrix(modelview, projection);
    g_effect.SetTessLevel((float)(1 << g_tessLevel));
    g_effect.SetLighting();

    // -----------------------------------------------------------------------
    // prepare draw items

    Stopwatch s;
    s.Start();

    OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection items;
    OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection cachedDrawItems;

    int numModels = g_modelCount*g_modelCount;
    items.reserve(numModels);

    for (int i = 0; i < numModels; ++i) {
        // Here, client can pack arbitrary mesh and effect into drawItems.

        items.push_back(OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>(
                            g_batch, &g_effect, g_batch->GetPatchArrays(i)));
    }

    if (g_batching) {
        // create cached draw items
        OpenSubdiv::OsdUtil::OptimizeDrawItem(items, cachedDrawItems, &g_drawDelegate);
    }

    s.Stop();
    float prepCpuTime = float(s.GetElapsed() * 1000.0f);

    // -----------------------------------------------------------------------
    // draw items
    s.Start();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glViewport(0, 0, g_width, g_height);

    // primitive counting
    glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
    glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
    g_drawDelegate.ResetNumDrawCalls();

    if (g_displayStyle == kWire) glDisable(GL_CULL_FACE);

    if (g_batching) {
        OpenSubdiv::OsdUtil::DrawCollection(cachedDrawItems, &g_drawDelegate);
    } else {
        OpenSubdiv::OsdUtil::DrawCollection(items, &g_drawDelegate);
    }

    if (g_displayStyle == kWire) glEnable(GL_CULL_FACE);

    glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
    glEndQuery(GL_TIME_ELAPSED);
#endif

    s.Stop();
    float drawCpuTime = float(s.GetElapsed() * 1000.0f);

    // -----------------------------------------------------------------------

    GLuint numPrimsGenerated = 0;
    GLuint timeElapsed = 0;
    glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
    glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif
    float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;

    if (g_hud.IsVisible()) {
        g_fpsTimer.Stop();
        g_totalTime += g_fpsTimer.GetElapsed();
        double fps = 1.0/g_fpsTimer.GetElapsed();
        g_fpsTimer.Start();
        g_hud.DrawString(10, -200, "Draw Calls : %d", g_drawDelegate.GetNumDrawCalls());
        g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
        g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
        g_hud.DrawString(10, -120, "GPU Kernel : %.3f ms", g_gpuTime);
        g_hud.DrawString(10, -100, "CPU Kernel : %.3f ms", g_cpuTime);
        g_hud.DrawString(10, -80,  "GPU Draw   : %.3f ms", drawGpuTime);
        g_hud.DrawString(10, -60,  "CPU Draw   : %.3f ms", drawCpuTime);
        g_hud.DrawString(10, -40,  "CPU Prep   : %.3f ms", prepCpuTime);
        g_hud.DrawString(10, -20,  "FPS        : %3.1f", fps);

        g_hud.Flush();
    }

    checkGLErrors("display leave");
    glFinish();
}
예제 #7
0
//------------------------------------------------------------------------------
static void
display() {

    g_hud.GetFrameBuffer()->Bind();

    Stopwatch s;
    s.Start();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glViewport(0, 0, g_width, g_height);

    // prepare view matrix
    double aspect = g_width/(double)g_height;
    identity(g_transformData.ModelViewMatrix);
    translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
    rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
    rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
    rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
    translate(g_transformData.ModelViewMatrix,
              -g_center[0], -g_center[1], -g_center[2]);
    perspective(g_transformData.ProjectionMatrix,
                45.0f, (float)aspect, 0.1f, 500.0f);
    multMatrix(g_transformData.ModelViewProjectionMatrix,
               g_transformData.ModelViewMatrix,
               g_transformData.ProjectionMatrix);

    glEnable(GL_DEPTH_TEST);

    s.Stop();
    float drawCpuTime = float(s.GetElapsed() * 1000.0f);

    glBindVertexArray(0);

    glUseProgram(0);

    // primitive counting

    glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
    glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif

    // Update and bind transform state ---------------------
    if (! g_transformUB) {
        glGenBuffers(1, &g_transformUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(g_transformData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
    glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(g_transformData), &g_transformData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    // Update and bind lighting state ----------------------
    struct Lighting {
        struct Light {
            float position[4];
            float ambient[4];
            float diffuse[4];
            float specular[4];
        } lightSource[2];
    } lightingData = {
       {{  { 0.5,  0.2f, 1.0f, 0.0f },
           { 0.1f, 0.1f, 0.1f, 1.0f },
           { 0.7f, 0.7f, 0.7f, 1.0f },
           { 0.8f, 0.8f, 0.8f, 1.0f } },

         { { -0.8f, 0.4f, -1.0f, 0.0f },
           {  0.0f, 0.0f,  0.0f, 1.0f },
           {  0.5f, 0.5f,  0.5f, 1.0f },
           {  0.8f, 0.8f,  0.8f, 1.0f } }}
    };
    if (! g_lightingUB) {
        glGenBuffers(1, &g_lightingUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
    glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    // Draw stuff ------------------------------------------

    // control cage edges & verts
    if (g_drawCageVertices) {
        g_base_glmesh.Draw(GLMesh::COMP_VERT, g_transformUB, g_lightingUB);
    }

    if (g_drawCageEdges) {
        g_base_glmesh.Draw(GLMesh::COMP_EDGE, g_transformUB, g_lightingUB);
    }

    // Hbr mesh
    if (g_HbrDrawMode!=kDRAW_NONE) {

        GLMesh::Component comp=GLMesh::COMP_VERT;
        switch (g_HbrDrawMode) {
            case kDRAW_VERTICES  : comp=GLMesh::COMP_VERT; break;
            case kDRAW_WIREFRAME : comp=GLMesh::COMP_EDGE; break;
            case kDRAW_FACES     : comp=GLMesh::COMP_FACE; break;
            default:
                assert(0);
        }
        g_hbr_glmesh.Draw(comp, g_transformUB, g_lightingUB);
    }

    // Vtr mesh
    if (g_VtrDrawMode!=kDRAW_NONE) {

        GLMesh::Component comp=GLMesh::COMP_VERT;
        switch (g_VtrDrawMode) {
            case kDRAW_VERTICES  : comp=GLMesh::COMP_VERT; break;
            case kDRAW_WIREFRAME : comp=GLMesh::COMP_EDGE; break;
            case kDRAW_FACES     : comp=GLMesh::COMP_FACE; break;
            default:
                assert(0);
        }
        g_vtr_glmesh.Draw(comp, g_transformUB, g_lightingUB);
    }

    assert(g_font);
    g_font->Draw(g_transformUB);

    // -----------------------------------------------------

    g_hud.GetFrameBuffer()->ApplyImageShader();

    GLuint numPrimsGenerated = 0;
    GLuint timeElapsed = 0;
    glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
    glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif

    float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;

    if (g_hud.IsVisible()) {
        g_fpsTimer.Stop();
        double fps = 1.0/g_fpsTimer.GetElapsed();
        g_fpsTimer.Start();

        { // display selectde patch info
            static char const * patchTypes[11] = { "undefined", "points", "lines",
                "quads", "tris", "loop", "regular", "boundary", "corner",
                    "gregory", "gregory-boundary" };

            if (g_Adaptive and g_currentPatch) {
                g_hud.DrawString(g_width/2-100, 100, "Current Patch : %d/%d (%s - %d CVs)",
                    g_currentPatch-1, g_numPatches,
                        patchTypes[g_currentPatchDesc.GetType()],
                            g_currentPatchDesc.GetNumControlVertices());
            }
        }

        static char const * schemeNames[3] = { "BILINEAR", "CATMARK", "LOOP" };

        g_hud.DrawString(10, -140, "Primitives : %d", numPrimsGenerated);
        g_hud.DrawString(10, -120, "Scheme     : %s", schemeNames[ g_shapes[g_currentShape].scheme ]);
        g_hud.DrawString(10, -100, "GPU Kernel : %.3f ms", g_gpuTime);
        g_hud.DrawString(10, -80,  "CPU Kernel : %.3f ms", g_cpuTime);
        g_hud.DrawString(10, -60,  "GPU Draw   : %.3f ms", drawGpuTime);
        g_hud.DrawString(10, -40,  "CPU Draw   : %.3f ms", drawCpuTime);
        g_hud.DrawString(10, -20,  "FPS        : %3.1f", fps);

        g_hud.Flush();
    }
    glFinish();

    //checkGLErrors("display leave");
}
예제 #8
0
파일: main.cpp 프로젝트: GaryRay/OpenSubdiv
//------------------------------------------------------------------------------
static void
display() {
    Stopwatch s;
    s.Start();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glViewport(0, 0, g_width, g_height);

    double aspect = g_width/(double)g_height;
    identity(g_transformData.ModelViewMatrix);
    translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
    rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
    rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
    rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
    translate(g_transformData.ModelViewMatrix,
              -g_center[0], -g_center[1], -g_center[2]);
    perspective(g_transformData.ProjectionMatrix,
                45.0f, (float)aspect, 0.01f, 500.0f);
    multMatrix(g_transformData.ModelViewProjectionMatrix,
               g_transformData.ModelViewMatrix,
               g_transformData.ProjectionMatrix);

    s.Stop();
    float drawCpuTime = float(s.GetElapsed() * 1000.0f);
    s.Start();
    glFinish();
    s.Stop();
    float drawGpuTime = float(s.GetElapsed() * 1000.0f);

    drawSamples();

    if (g_drawCageEdges)
        drawCageEdges();
    
    if (g_drawCageVertices)
        drawCageVertices();

    if (g_hud.IsVisible()) {
        g_fpsTimer.Stop();
        double fps = 1.0/g_fpsTimer.GetElapsed();
        g_fpsTimer.Start();

        g_hud.DrawString(10, -120, "# Samples  : (%d/%d)", g_nsamplesFound, g_Q->GetNumVertices());
        g_hud.DrawString(10, -100, "Compute    : %.3f ms", g_computeTime);
        g_hud.DrawString(10, -80,  "Eval       : %.3f ms", g_evalTime);
        g_hud.DrawString(10, -60,  "GPU Draw   : %.3f ms", drawGpuTime);
        g_hud.DrawString(10, -40,  "CPU Draw   : %.3f ms", drawCpuTime);
        g_hud.DrawString(10, -20,  "FPS        : %3.1f", fps);
        
        if (g_drawMode==kFACEVARYING and g_evalCtx->GetFVarData().empty()) {
            static char msg[21] = "No Face-Varying Data";
            g_hud.DrawString(g_width/2-20/2*8, g_height/2, msg);
        }
        
        g_hud.Flush();
    }

    glFinish();

    checkGLErrors("display leave");
}
예제 #9
0
//------------------------------------------------------------------------------
static void
display() {

    Stopwatch s;
    s.Start();

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glViewport(0, 0, g_width, g_height);
    g_hud.FillBackground();

    double aspect = g_width/(double)g_height;
    identity(g_transformData.ModelViewMatrix);
    translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
    rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
    rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
    rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
    translate(g_transformData.ModelViewMatrix,
              -g_center[0], -g_center[1], -g_center[2]);
    perspective(g_transformData.ProjectionMatrix,
                45.0f, (float)aspect, 0.01f, 500.0f);
    multMatrix(g_transformData.ModelViewProjectionMatrix,
               g_transformData.ModelViewMatrix,
               g_transformData.ProjectionMatrix);

    glEnable(GL_DEPTH_TEST);

    s.Stop();
    float drawCpuTime = float(s.GetElapsed() * 1000.0f);
    s.Start();
    glFinish();
    s.Stop();
    float drawGpuTime = float(s.GetElapsed() * 1000.0f);

    drawSamples();

    // draw the control mesh
    g_controlMeshDisplay.Draw(
        g_evalOutput->BindSourceData(), 3*sizeof(float),
        g_transformData.ModelViewProjectionMatrix);

    if (g_hud.IsVisible()) {
        g_fpsTimer.Stop();
        double elapsed = g_fpsTimer.GetElapsed();
        g_fpsTimer.Start();
        double fps = 1.0/elapsed;
        if (g_animParticles) g_currentTime += (float)elapsed;

        int nPatchCoords = (int)g_particles->GetPatchCoords().size();

        g_hud.DrawString(10, -150, "Particle Speed ([) (]): %.1f", g_particles->GetSpeed());
        g_hud.DrawString(10, -120, "# Samples  : (%d / %d)", nPatchCoords, g_nParticles);
        g_hud.DrawString(10, -100, "Compute    : %.3f ms", g_computeTime);
        g_hud.DrawString(10, -80,  "Eval       : %.3f ms", g_evalTime * 1000.f);
        g_hud.DrawString(10, -60,  "GPU Draw   : %.3f ms", drawGpuTime);
        g_hud.DrawString(10, -40,  "CPU Draw   : %.3f ms", drawCpuTime);
        g_hud.DrawString(10, -20,  "FPS        : %3.1f", fps);

        if (g_drawMode==kFACEVARYING) {
            static char msg[] =
                "ERROR: Face-varying interpolation hasn't been supported yet.";
            g_hud.DrawString(g_width/4, g_height/4, 1, 0, 0, msg);
        }

        if (g_endCap != kEndCapBSplineBasis &&
            (g_kernel != kCPU && g_kernel != kOPENMP && g_kernel != kTBB)) {
            static char msg[] =
                "ERROR: This kernel only supports BSpline basis patches.";
            g_hud.DrawString(g_width/4, g_height/4+20, 1, 0, 0, msg);
        }


        g_hud.Flush();
    }

    glFinish();

    GLUtils::CheckGLErrors("display leave");
}