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authorJeroen Bakker <jeroen@blender.org>2020-01-27 18:28:55 +0300
committerJeroen Bakker <jeroen@blender.org>2020-01-29 17:07:45 +0300
commit18c88eac171a814f94142d442494ea6f5eeeab02 (patch)
tree9a5fbc81db038a3d322b818e520d93c520e7da1e /source/blender/draw/engines/workbench/workbench_forward.c
parentb683fcb62876f345a49bf66c94781a6fa789b946 (diff)
Fix T73188: RenderResult as Camera BG Image
In blender 2.79 you could use a render result as a camera background image. This is useful during layout/compositing. During Blender 2.80 development there were 2 issues introduced that removed this feature. * to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking. * the iuser->scene field wasn't set what is required for render results. This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available. Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D6684
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 3e8c12c0bef..4366c87678f 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -210,7 +210,8 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh,
psl->object_outline_pass);
- GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
+ GPUTexture *tex = GPU_texture_from_blender(
+ material->ima, material->iuser, NULL, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {