diff options
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 /source/blender/blenlib | |
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 'source/blender/blenlib')
-rw-r--r-- | source/blender/blenlib/intern/pbvh.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/blenlib/intern/pbvh.c b/source/blender/blenlib/intern/pbvh.c index c157ba7b575..759e93c9b40 100644 --- a/source/blender/blenlib/intern/pbvh.c +++ b/source/blender/blenlib/intern/pbvh.c @@ -1169,7 +1169,9 @@ static void pbvh_update_draw_buffers(PBVH *bvh, PBVHNode **nodes, int totnode) bvh->verts, node->vert_indices, node->uniq_verts + - node->face_verts); + node->face_verts, + CustomData_get_layer(bvh->vdata, + CD_PAINT_MASK)); break; } |