diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-03-26 12:57:30 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2014-03-26 13:58:53 +0400 |
commit | 74518b28267e9b18199212fbaa3c689fa018d20c (patch) | |
tree | 71a4ea9f274f4a4301c48060984df0802af46c78 /intern/cycles/device/device.cpp | |
parent | 3b0832dd869b4c27f0b976e36134332cf427430c (diff) |
Fix T39420: Cycles viewport/preview flickers, when moving mouse across editors
Issue was caused by the wrong usage of OCIO GLSL binding API. To make it
work properly on pre-GLSL-1.3 drivers shader is to be enabled after the
texture is binded to the opengl context. Otherwise it wouldn't know the
proper texture size.
This is actually a regression in 2.70 and to be ported to 'a'.
Diffstat (limited to 'intern/cycles/device/device.cpp')
-rw-r--r-- | intern/cycles/device/device.cpp | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/intern/cycles/device/device.cpp b/intern/cycles/device/device.cpp index a3264f0c516..7fd1b79f6bc 100644 --- a/intern/cycles/device/device.cpp +++ b/intern/cycles/device/device.cpp @@ -53,7 +53,8 @@ void Device::pixels_free(device_memory& mem) mem_free(mem); } -void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int width, int height, bool transparent) +void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int width, int height, bool transparent, + const DeviceDrawParams &draw_params) { pixels_copy_from(rgba, y, w, h); @@ -80,6 +81,10 @@ void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int w glEnable(GL_TEXTURE_2D); + if(draw_params.bind_display_space_shader_cb) { + draw_params.bind_display_space_shader_cb(); + } + glPushMatrix(); glTranslatef(0.0f, (float)dy, 0.0f); @@ -98,6 +103,10 @@ void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int w glPopMatrix(); + if(draw_params.unbind_display_space_shader_cb) { + draw_params.unbind_display_space_shader_cb(); + } + glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); glDeleteTextures(1, &texid); |