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authorClément Foucault <foucault.clem@gmail.com>2018-10-12 16:09:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-12 17:43:40 +0300
commit03d0219d7ae5916500a45b157bd7a637310ef494 (patch)
treecf8da7335316267ab5141c466c6db27f06deaa06 /source/blender/draw/intern/draw_cache.h
parentfe4840ed4d7bc002586c5f11d04558edfdf996fe (diff)
Edit Mesh: Refactor edit mesh drawing
This decouple the vertex display from the face+edges. This is to reduce the number of triangles required to fix the edges artifacts (aliasing) and increase viewport reactivity when not actively navigating (ie. mouse scroll). Also it makes all vertices visible (not cut-off) even when navigating. However it makes the navigation drawing a bit slower because it has to render twice. Also add a depth bias to the wires to avoid depth fighting when previewing final mesh (modifiers applied).
Diffstat (limited to 'source/blender/draw/intern/draw_cache.h')
-rw-r--r--source/blender/draw/intern/draw_cache.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h
index 5999dc25338..4860b438bb1 100644
--- a/source/blender/draw/intern/draw_cache.h
+++ b/source/blender/draw/intern/draw_cache.h
@@ -128,7 +128,8 @@ struct GPUBatch *DRW_cache_bone_dof_lines_get(void);
struct GPUBatch *DRW_cache_mesh_surface_overlay_get(struct Object *ob);
void DRW_cache_mesh_wire_overlay_get(
struct Object *ob,
- struct GPUBatch **r_tris, struct GPUBatch **r_ledges, struct GPUBatch **r_lverts);
+ struct GPUBatch **r_tris, struct GPUBatch **r_ledges, struct GPUBatch **r_lverts,
+ struct GPUTexture **r_data_tex);
void DRW_cache_mesh_normals_overlay_get(
struct Object *ob,
struct GPUBatch **r_tris, struct GPUBatch **r_ledges, struct GPUBatch **r_lverts);