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author | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-05-11 00:36:34 +0400 |
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committer | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-05-11 00:36:34 +0400 |
commit | d35d0e38ce3ab421880b01fe5e80cb61a1323c45 (patch) | |
tree | 7f650bd41784e9d305741629eee223cc142978f2 /intern/cycles/util/util_task.h | |
parent | 3ee0305ebb45e3e48ccab69d952ec4258b3dc881 (diff) |
Add mask-drawing support to GPU_Buffers.
This is the last commit of the sculpt masking merge. Documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks
Thanks to Brecht for reviewing!
* For VBO, add color to the VertexBufferFormat structure as three
unsigned bytes. Since mask elements are scalar the three color
components are identical to eachother, but the fixed-function OpenGL
pipeline requires colors to be either three or four components.
* For the same reason, multires VBO drawing now copies into the
VertexBufferFormat format as well.
* Regression: material colors will not show up correctly now, masks
colors are overriding. Not sure how to fix this nicely (would be
much easier to fix if drawing with vertex shaders.)
* Also, masks will only draw PBVH drawing, so only 'solid' drawing
will work correctly with masks.
Diffstat (limited to 'intern/cycles/util/util_task.h')
0 files changed, 0 insertions, 0 deletions