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authorClément Foucault <foucault.clem@gmail.com>2020-01-17 18:05:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-01-17 18:29:20 +0300
commit6eaf51ef3e5b7d37170473449bcda60bad025e67 (patch)
tree4dff167f66b8d2befe0303fff168573ad943379c /source/blender/draw/intern/draw_cache_extract.h
parent9410e5dc97c4f21e19865ca8a9e1e185fcf5a1d4 (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.h6
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;