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author | Sriharsha Kotcharlakot <k.venkatsriharsha@gmail.com> | 2020-09-15 18:51:14 +0300 |
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committer | Sriharsha Kotcharlakot <k.venkatsriharsha@gmail.com> | 2020-09-15 20:43:01 +0300 |
commit | f137022f9919f4dd315ec6b325a08e1bf5aec6fb (patch) | |
tree | 4b15aa230eb100e77b41dfffb8ef5e7501c55db5 /source/blender/draw/intern/draw_manager_texture.c | |
parent | bedbd8655ed1d331aeaf756874c46dbed93168a1 (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_manager_texture.c')
-rw-r--r-- | source/blender/draw/intern/draw_manager_texture.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c index 8562a5ba8fb..a456aa9916e 100644 --- a/source/blender/draw/intern/draw_manager_texture.c +++ b/source/blender/draw/intern/draw_manager_texture.c @@ -112,7 +112,8 @@ GPUTexture *DRW_texture_create_3d( int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { int mips = (flags & DRW_TEX_MIPMAP) ? 9999 : 1; - GPUTexture *tex = GPU_texture_create_3d(__func__, w, h, d, mips, format, fpixels); + GPUTexture *tex = GPU_texture_create_3d( + __func__, w, h, d, mips, format, GPU_DATA_FLOAT, fpixels); drw_texture_set_parameters(tex, flags); return tex; |