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author | Hans Goudey <h.goudey@me.com> | 2022-07-26 16:37:08 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-07-26 16:37:38 +0300 |
commit | 1998269b109f65373336087da7f9751a3c3317f3 (patch) | |
tree | 5aa1123e516fd2874fa6626dcba193aec88cacde /release/scripts | |
parent | 5945a90df99b919229c876c2fd294f035e24831a (diff) |
Refactor: Extract color attributes as generic attributes
Previously there was a special extraction process for "vertex colors"
that copied the color data to the GPU with a special format. Instead,
this patch replaces this with use of the generic attribute extraction.
This reduces the number of code paths, allowing easier optimization
in the future.
To make it possible to use the generic extraction system for attributes
but also assign aliases for use by shaders, some changes are necessary.
First, the GPU material attribute can now store whether it actually refers
to the default color attribute, rather than a specific name. This replaces
the hack to use `CD_MCOL` in the color attribute shader node. Second,
the extraction code checks the names against the default and active
names and assigns aliases if the request corresponds to a special active
attribute. Finally, support for byte color attributes was added to the
generic attribute extraction.
Differential Revision: https://developer.blender.org/D15205
Diffstat (limited to 'release/scripts')
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