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authorClément Foucault <foucault.clem@gmail.com>2019-09-26 18:40:48 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-27 16:31:18 +0300
commitc6018391765c4406f8e190cb837174ed259ac90d (patch)
tree824f75a52e086de8aee0e9a8f116a683f6dc7acb /source/blender/draw/modes
parent12688a6636da2b1ca4004ced800d9dee1627081d (diff)
Fix T70106 Objects with multiple materials are not displaying correctly
Seems to be an issue with OSX and loading objects matrices from uniform buffers. Using legacy path for that reason.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/shaders/common_view_lib.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/common_view_lib.glsl b/source/blender/draw/modes/shaders/common_view_lib.glsl
index fa4bb4f68c0..76089d1ae41 100644
--- a/source/blender/draw/modes/shaders/common_view_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_view_lib.glsl
@@ -71,7 +71,7 @@ flat in int resourceIDFrag;
# define resource_id resourceIDFrag
#endif
-#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER)
+#if !defined(GPU_INTEL) && !defined(GPU_DEPRECATED_AMD_DRIVER) && !defined(OS_MAC)
struct ObjectMatrices {
mat4 drw_modelMatrix;
mat4 drw_modelMatrixInverse;
@@ -88,6 +88,8 @@ layout(std140) uniform modelBlock
#else /* GPU_INTEL */
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
+/* Note that this is also a workaround of a problem on osx (amd or nvidia)
+ * and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif