diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-07-23 17:24:07 +0400 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2014-07-23 17:26:08 +0400 |
commit | 17021171f1b544aaa89d4776736255d8753e239c (patch) | |
tree | c5e61cf797b54ba77e65d05263503365a9acfc47 /source/blender/editors/include/ED_view3d.h | |
parent | cf9d5db75b4c8599b6669a49c40e40938ac6a34b (diff) |
Occlusion Query based selection.
This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index ed68dd72c64..b0ea984d6a6 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -270,7 +270,7 @@ bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], con /* select */ #define MAXPICKBUF 10000 -short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input); +short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest); /* view3d_select.c */ float ED_view3d_select_dist_px(void); |