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authorKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-26 16:12:30 +0300
committerKévin Dietrich <kevin.dietrich@mailoo.org>2022-05-26 16:12:30 +0300
commitbf53956914732bfd3e25806867ebe63081f7486d (patch)
tree1157c8f1163461cc73dd0cf3ca23bed285efa00d /source/blender/draw
parent55e3930b253e4c6687ff94b474cc9973e0c00520 (diff)
Fix T98385: Color attributes not working with GPU subdivision
Contrary to coarse extraction, GPU extraction uses the same buffer for the coarse data, only the final GPU buffer needs to be offset.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_vcol.cc4
1 files changed, 1 insertions, 3 deletions
diff --git a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_vcol.cc b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_vcol.cc
index e5dd025787d..fa5bf35198b 100644
--- a/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_vcol.cc
+++ b/source/blender/draw/intern/mesh_extractors/extract_mesh_vbo_vcol.cc
@@ -271,8 +271,6 @@ static void extract_vcol_init_subdiv(const DRWSubdivCache *subdiv_cache,
blender::Vector<VColRef> refs = get_vcol_refs(cd_vdata, cd_ldata, vcol_layers);
- gpuMeshVcol *vcol = mesh_vcol;
-
/* Index of the vertex color layer in the compact buffer. Used vertex color layers are stored in
* a single buffer. */
int pack_layer_index = 0;
@@ -287,10 +285,10 @@ static void extract_vcol_init_subdiv(const DRWSubdivCache *subdiv_cache,
if (layer_i == -1) {
printf("%s: missing color layer %s\n", __func__, ref.layer->name);
- vcol += coarse_mesh->totloop;
continue;
}
+ gpuMeshVcol *vcol = mesh_vcol;
MLoopCol *mcol = nullptr;
MPropCol *pcol = nullptr;