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authorSergey Sharybin <sergey.vfx@gmail.com>2012-10-23 16:25:08 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-10-23 16:25:08 +0400
commit7bf4a2d3745de59c162106922180ae4714dd8f07 (patch)
tree66cd4fe97d46c2efc4a65d222ac9846268577a30 /source/blender/editors/include/ED_view3d.h
parent9c58865d201372ddd615f1f9b36d37cbc6937b98 (diff)
Fix #32941: Sequencer Preview shows texture which is apart of the window.
Issue was caused by buffer shadows were binding buffer after offscreen buffers was bind which lead to some unpredictable results. Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper shadows ED_view3d_draw_offscreen_init should be manually be called before drawing to an offscreen. This should also make open gl render with AA enabled a bit faster. Also fixed missing sequencer cache invalidation when open gl render type is changing. Material and Rendered modes are still a TODO for sequencer.
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r--source/blender/editors/include/ED_view3d.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index fc24f68f2d1..479cdef29fc 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -263,6 +263,7 @@ void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
int ED_view3d_context_activate(struct bContext *C);
+void ED_view3d_draw_offscreen_init(struct Scene *scene, struct View3D *v3d);
void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
int winx, int winy, float viewmat[][4], float winmat[][4], int do_bgpic, int colormanage_background);