diff options
author | Ton Roosendaal <ton@blender.org> | 2013-01-22 15:18:41 +0400 |
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committer | Ton Roosendaal <ton@blender.org> | 2013-01-22 15:18:41 +0400 |
commit | e11d22a6b751c750c40226cb027e7805adb7d4e4 (patch) | |
tree | c7a7afd211db440cbcbd154f76379e7685cb03fe /source/blender/blenloader | |
parent | 1e3a2931ac0cfc9af790717bf19577e22ebda4f5 (diff) |
Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
Diffstat (limited to 'source/blender/blenloader')
-rw-r--r-- | source/blender/blenloader/intern/readfile.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c index f4672fe2b5e..d042e43f9ca 100644 --- a/source/blender/blenloader/intern/readfile.c +++ b/source/blender/blenloader/intern/readfile.c @@ -1850,8 +1850,8 @@ static PreviewImage *direct_link_preview_image(FileData *fd, PreviewImage *old_p if (prv->rect[i]) { prv->rect[i] = newdataadr(fd, prv->rect[i]); } + prv->gputexture[i] = NULL; } -// prv->gputexture[0] = prv->gputexture[1] = NULL; } return prv; @@ -5998,6 +5998,7 @@ static void direct_link_screen(FileData *fd, bScreen *sc) v3d->afterdraw_xray.first = v3d->afterdraw_xray.last = NULL; v3d->afterdraw_xraytransp.first = v3d->afterdraw_xraytransp.last = NULL; v3d->properties_storage = NULL; + v3d->defmaterial = NULL; /* render can be quite heavy, set to wire on load */ if (v3d->drawtype == OB_RENDER) |