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author | Clément Foucault <foucault.clem@gmail.com> | 2020-01-17 18:05:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-01-17 18:29:20 +0300 |
commit | 6eaf51ef3e5b7d37170473449bcda60bad025e67 (patch) | |
tree | 4dff167f66b8d2befe0303fff168573ad943379c /source/blender/draw/engines/workbench/workbench_deferred.c | |
parent | 9410e5dc97c4f21e19865ca8a9e1e185fcf5a1d4 (diff) |
DRW: Use USHORT for vertex color and upload them in linear color to the GPU
This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower.
I did not benchmark the performance impact.
This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6610
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index 1af9357e015..86ed1f0b4c3 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -1138,8 +1138,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) struct GPUMaterial **gpumat_array = BLI_array_alloca(gpumat_array, materials_len); memset(gpumat_array, 0, sizeof(*gpumat_array) * materials_len); - geoms = DRW_cache_object_surface_material_get( - ob, gpumat_array, materials_len, NULL, NULL, NULL); + geoms = DRW_cache_object_surface_material_get(ob, gpumat_array, materials_len); for (int i = 0; i < materials_len; i++) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); |