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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/intern/draw_cache_extract.h | |
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/intern/draw_cache_extract.h')
-rw-r--r-- | source/blender/draw/intern/draw_cache_extract.h | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/source/blender/draw/intern/draw_cache_extract.h b/source/blender/draw/intern/draw_cache_extract.h index 2d10199782b..9228147af44 100644 --- a/source/blender/draw/intern/draw_cache_extract.h +++ b/source/blender/draw/intern/draw_cache_extract.h @@ -213,12 +213,6 @@ typedef struct MeshBatchCache { GPUBatch **surface_per_mat; - /* arrays of bool uniform names (and value) that will be use to - * set srgb conversion for auto attributes.*/ - char *auto_layer_names; - int *auto_layer_is_srgb; - int auto_layer_len; - DRWBatchFlag batch_requested; DRWBatchFlag batch_ready; |