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authorAntony Riakiotakis <kalast@gmail.com>2014-05-05 22:13:27 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-05-05 22:13:27 +0400
commit9a1c47de444eec6f6f73896aff8712c6847d328f (patch)
tree7b8fe758e814f0e743753e542fbaa137dc391405 /source/blender/blenkernel/intern/pbvh.c
parentfbfaa4770dea5cac9f8f7baa955d33fb219bd74b (diff)
Attempt to solve T39950,
Avoid filling up buffers when total buffer triangles are zero. Better still would be to tag a node as hidden when doing recreation of the PBVH tree by checking for any visible elements. Original bug report probably has to do with OpenGL doing something funky but hidden nodes should be tagged as hidden to completely avoid iterating for painting. This is to be done in a later commit. Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to GPU_build_mesh_pbvh_buffers.
Diffstat (limited to 'source/blender/blenkernel/intern/pbvh.c')
-rw-r--r--source/blender/blenkernel/intern/pbvh.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index 09bf1654e13..17b8f5e474f 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -1037,7 +1037,7 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode)
break;
case PBVH_FACES:
node->draw_buffers =
- GPU_build_pbvh_mesh_buffers(node->face_vert_indices,
+ GPU_build_mesh_pbvh_buffers(node->face_vert_indices,
bvh->faces, bvh->verts,
node->prim_indices,
node->totprim);