diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-09-23 21:47:42 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-09-25 21:14:42 +0300 |
commit | 00955d8d7a2e17ee86767e5f3703d6c20f2602b8 (patch) | |
tree | 8fe6b473504c0d0ceffcb32753721f82466ab60a /source/blender/draw/modes/edit_lattice_mode.c | |
parent | 709315a0d7cd382320c060f369717f8af4ea364e (diff) |
DRW : Add AA to non meshes objects.
You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport.
This adds another Multisample Framebuffer and textures (so even more memory required).
It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass.
It it then blit back to the default_fb so that the rest of pipeline is working as expected.
We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now.
Diffstat (limited to 'source/blender/draw/modes/edit_lattice_mode.c')
-rw-r--r-- | source/blender/draw/modes/edit_lattice_mode.c | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/draw/modes/edit_lattice_mode.c b/source/blender/draw/modes/edit_lattice_mode.c index 722010148ff..48ea723613a 100644 --- a/source/blender/draw/modes/edit_lattice_mode.c +++ b/source/blender/draw/modes/edit_lattice_mode.c @@ -227,7 +227,9 @@ static void EDIT_LATTICE_draw_scene(void *vedata) DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); DefaultTextureList *dtxl = DRW_viewport_texture_list_get(); - UNUSED_VARS(fbl, dfbl, dtxl); + UNUSED_VARS(fbl, dtxl); + + MULTISAMPLE_SYNC_ENABLE(dfbl) /* Show / hide entire passes, swap framebuffers ... whatever you fancy */ /* @@ -242,6 +244,8 @@ static void EDIT_LATTICE_draw_scene(void *vedata) DRW_draw_pass(psl->wire_pass); DRW_draw_pass(psl->vert_pass); + MULTISAMPLE_SYNC_DISABLE(dfbl) + /* If you changed framebuffer, double check you rebind * the default one with its textures attached before finishing */ } |