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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_impl_particles.c | |
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_impl_particles.c')
-rw-r--r-- | source/blender/draw/intern/draw_cache_impl_particles.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index 7de6ee2b3b1..f4057927d55 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -1199,7 +1199,7 @@ static void particle_batch_cache_ensure_pos_and_seg(PTCacheEdit *edit, GPU_vertformat_safe_attrib_name(name, attr_safe_name, GPU_MAX_SAFE_ATTRIB_NAME); BLI_snprintf(uuid, sizeof(uuid), "c%s", attr_safe_name); - col_id[i] = GPU_vertformat_attr_add(&format, uuid, GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + col_id[i] = GPU_vertformat_attr_add(&format, uuid, GPU_COMP_U16, 4, GPU_FETCH_FLOAT); if (i == active_col) { GPU_vertformat_alias_add(&format, "c"); |