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authormano-wii <germano.costa@ig.com.br>2019-08-15 16:31:54 +0300
committermano-wii <germano.costa@ig.com.br>2019-08-15 16:31:54 +0300
commit4d320f43133b02a43212b017eecdb390476189f2 (patch)
tree33ce479a4f9185724dcce31f4b70b335161c2b32 /source/blender/draw/DRW_engine.h
parent261a02fc596db0e91667d4e3af9204b165ec4006 (diff)
Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping). So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport. The solution was to create an array with only objects that are detected within the selection area. If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited. To detect the object, its BoundBox is tested. Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn. Reviewers: campbellbarton, fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5435
Diffstat (limited to 'source/blender/draw/DRW_engine.h')
-rw-r--r--source/blender/draw/DRW_engine.h4
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/draw/DRW_engine.h b/source/blender/draw/DRW_engine.h
index 53cec599b82..6cae9ceb7d6 100644
--- a/source/blender/draw/DRW_engine.h
+++ b/source/blender/draw/DRW_engine.h
@@ -141,9 +141,7 @@ void DRW_draw_depth_object(struct ARegion *ar,
void DRW_draw_select_id(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
- struct Base **bases,
- const uint bases_len,
- short select_mode);
+ const struct rcti *rect);
/* grease pencil render */
bool DRW_render_check_grease_pencil(struct Depsgraph *depsgraph);