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authorAntony Riakiotakis <kalast@gmail.com>2011-12-15 17:58:09 +0400
committerAntony Riakiotakis <kalast@gmail.com>2011-12-15 17:58:09 +0400
commit6ccc605660ea0b45b723016e82b3635f8d5cc707 (patch)
tree7def5ad95056f9c36a778d6de25565b420dfe048 /source/blender/blenkernel/intern/material.c
parent030694b26041d793ca53aa4282e3e4e2d98f559f (diff)
Bicubic bump map filtering.
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
Diffstat (limited to 'source/blender/blenkernel/intern/material.c')
-rw-r--r--source/blender/blenkernel/intern/material.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 60ae86063e8..4fda85a3247 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -903,7 +903,7 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb)
/* always get derivatives for these textures */
if ELEM3(mtex->tex->type, TEX_IMAGE, TEX_PLUGIN, TEX_ENVMAP) ma->texco |= TEXCO_OSA;
- else if(mtex->texflag & (MTEX_COMPAT_BUMP|MTEX_3TAP_BUMP|MTEX_5TAP_BUMP)) ma->texco |= TEXCO_OSA;
+ else if(mtex->texflag & (MTEX_COMPAT_BUMP|MTEX_3TAP_BUMP|MTEX_5TAP_BUMP|MTEX_BICUBIC_BUMP)) ma->texco |= TEXCO_OSA;
if(ma->texco & (TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM|TEXCO_STRAND|TEXCO_STRESS)) needuv= 1;
else if(ma->texco & (TEXCO_GLOB|TEXCO_UV|TEXCO_OBJECT|TEXCO_SPEED)) needuv= 1;