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authorAntony Riakiotakis <kalast@gmail.com>2013-01-06 21:06:13 +0400
committerAntony Riakiotakis <kalast@gmail.com>2013-01-06 21:06:13 +0400
commit9f99c7b4e2215c28781751b5e34acd54ae875431 (patch)
tree97440116bd8c6588e8b875db2ac928bdf4392420
parentd72a90349a84d80d585e36f4d8cdda1a2b66717f (diff)
Slight modification of viewport sky: Avoid clearing the colour buffer
since we fill it later anyway. Usually OpenGL does color + depth buffer concurrently so this probably won't have any noticable effect. Still better be pedantic about it in case we do earn some performance out of it. Added alpha component in sky color to make sure it is set to zero in the framebuffer too.
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index f68b61004a7..5302f63ebcb 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -3000,7 +3000,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
#define XTOT 16
#define YTOT 16
- GLubyte grid_col[XTOT][YTOT][3];
+ GLubyte grid_col[XTOT][YTOT][4];
float grid_pos[XTOT][YTOT][2];
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
@@ -3008,8 +3008,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
IMB_colormanagement_pixel_to_display_space_v3(col_zen, &scene->world->zenr, &scene->view_settings,
&scene->display_settings);
- glClearColor(col_hor[0], col_hor[1], col_hor[2], 0.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -3058,19 +3057,20 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
rgb_float_to_uchar(col_ub, col_fl);
+ col_ub[3] = 0;
}
}
glBegin(GL_QUADS);
for (x = 0; x < XTOT - 1; x++) {
for (y = 0; y < YTOT - 1; y++) {
- glColor3ubv(grid_col[x][y]);
+ glColor4ubv(grid_col[x][y]);
glVertex2fv(grid_pos[x][y]);
- glColor3ubv(grid_col[x][y + 1]);
+ glColor4ubv(grid_col[x][y + 1]);
glVertex2fv(grid_pos[x][y + 1]);
- glColor3ubv(grid_col[x + 1][y + 1]);
+ glColor4ubv(grid_col[x + 1][y + 1]);
glVertex2fv(grid_pos[x + 1][y + 1]);
- glColor3ubv(grid_col[x + 1][y]);
+ glColor4ubv(grid_col[x + 1][y]);
glVertex2fv(grid_pos[x + 1][y]);
}
}