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author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-23 14:35:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-23 14:56:39 +0300 |
commit | 55f122264c7faeedb4cdb1b3d1038ac3af28f6f2 (patch) | |
tree | f87c7fdfed0e599dc7130e1cae8f19b21a2e42f3 /source/blender/draw/intern/draw_cache.h | |
parent | 0cbbcac23e47a686519b89c9cac7b2df2e4a4458 (diff) |
3D Grid: Fix grid passing through objects too much
For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
Diffstat (limited to 'source/blender/draw/intern/draw_cache.h')
-rw-r--r-- | source/blender/draw/intern/draw_cache.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_cache.h b/source/blender/draw/intern/draw_cache.h index eb75c685ec0..08c93010700 100644 --- a/source/blender/draw/intern/draw_cache.h +++ b/source/blender/draw/intern/draw_cache.h @@ -39,6 +39,7 @@ void DRW_shape_cache_reset(void); struct GPUBatch *DRW_cache_cursor_get(bool crosshair_lines); /* Common Shapes */ +struct GPUBatch *DRW_cache_grid_get(void); struct GPUBatch *DRW_cache_fullscreen_quad_get(void); struct GPUBatch *DRW_cache_quad_get(void); struct GPUBatch *DRW_cache_cube_get(void); |