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authorSriharsha Kotcharlakot <k.venkatsriharsha@gmail.com>2020-09-15 18:51:14 +0300
committerSriharsha Kotcharlakot <k.venkatsriharsha@gmail.com>2020-09-15 20:43:01 +0300
commitf137022f9919f4dd315ec6b325a08e1bf5aec6fb (patch)
tree4b15aa230eb100e77b41dfffb8ef5e7501c55db5 /source/blender/draw/intern/draw_cache_impl_volume.c
parentbedbd8655ed1d331aeaf756874c46dbed93168a1 (diff)
Liquid Simulation Display Options (GSoC 2020)
All the changes made in the branch `soc-2020-fluid-tools` are included in this patch. **Major changes:** === Viewport Display === - //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly. - An option to display //gridlines// when the slicing method is //single//. ==== Grid Display ==== - Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI. ==== Vector Display ==== - //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces. - Made vector display options available for external forces. ==== Coloring options for //gridlines// ==== - Range highlighting and cell filtering options for displaying the simulation grid data more precisely. - Color gridlines with flags. - Also, made slicing and interpolation options available for Volume Object. Reviewed By: JacquesLucke, sebbas Differential Revision: https://developer.blender.org/D8705
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl_volume.c')
-rw-r--r--source/blender/draw/intern/draw_cache_impl_volume.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_volume.c b/source/blender/draw/intern/draw_cache_impl_volume.c
index 10b9623175c..e39c4976e38 100644
--- a/source/blender/draw/intern/draw_cache_impl_volume.c
+++ b/source/blender/draw/intern/draw_cache_impl_volume.c
@@ -260,7 +260,7 @@ static DRWVolumeGrid *volume_grid_cache_get(Volume *volume,
/* Create GPU texture. */
eGPUTextureFormat format = (channels == 3) ? GPU_RGB16F : GPU_R16F;
cache_grid->texture = GPU_texture_create_3d(
- "volume_grid", UNPACK3(resolution), 1, format, voxels);
+ "volume_grid", UNPACK3(resolution), 1, format, GPU_DATA_FLOAT, voxels);
GPU_texture_swizzle_set(cache_grid->texture, (channels == 3) ? "rgb1" : "rrr1");
GPU_texture_wrap_mode(cache_grid->texture, false, false);