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authorAntony Riakiotakis <kalast@gmail.com>2014-07-23 17:24:07 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-07-23 17:26:08 +0400
commit17021171f1b544aaa89d4776736255d8753e239c (patch)
treec5e61cf797b54ba77e65d05263503365a9acfc47 /source/blender/editors/metaball
parentcf9d5db75b4c8599b6669a49c40e40938ac6a34b (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/metaball')
-rw-r--r--source/blender/editors/metaball/mball_edit.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/metaball/mball_edit.c b/source/blender/editors/metaball/mball_edit.c
index 36c7bb404da..feac7f6ece3 100644
--- a/source/blender/editors/metaball/mball_edit.c
+++ b/source/blender/editors/metaball/mball_edit.c
@@ -594,7 +594,7 @@ bool mouse_mball(bContext *C, const int mval[2], bool extend, bool deselect, boo
rect.ymin = mval[1] - 12;
rect.ymax = mval[1] + 12;
- hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect);
+ hits = view3d_opengl_select(&vc, buffer, MAXPICKBUF, &rect, true);
/* does startelem exist? */
ml = mb->editelems->first;