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authorClément Foucault <foucault.clem@gmail.com>2018-08-23 14:35:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-23 14:56:39 +0300
commit55f122264c7faeedb4cdb1b3d1038ac3af28f6f2 (patch)
treef87c7fdfed0e599dc7130e1cae8f19b21a2e42f3 /source/blender/draw/intern/draw_cache.h
parent0cbbcac23e47a686519b89c9cac7b2df2e4a4458 (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.h1
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);