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authorSergey Sharybin <sergey.vfx@gmail.com>2013-04-29 19:50:12 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-04-29 19:50:12 +0400
commitcabe929b2a3d6ec34abff49e07961cc1ceb39a15 (patch)
tree698058c4ce93fd02af051da87c2c2d408e569ac8 /source/blender/editors/space_sequencer
parent511e3466da62389ac318d631ddce45a87e5f2408 (diff)
Changes to image draw method options
It's now default to 2D textures, and no AUTO mode at this moment, since detecting which method is the best not so simple. Image drawing could manually be switched to GLSL for tests and feedback, but for default GLSL is not so much great. Reason of this is huge images, where operations like panning becomes dead slow comparing GLSL vs. 2D texture.
Diffstat (limited to 'source/blender/editors/space_sequencer')
-rw-r--r--source/blender/editors/space_sequencer/sequencer_draw.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_sequencer/sequencer_draw.c b/source/blender/editors/space_sequencer/sequencer_draw.c
index efda7554b33..d1684e91bea 100644
--- a/source/blender/editors/space_sequencer/sequencer_draw.c
+++ b/source/blender/editors/space_sequencer/sequencer_draw.c
@@ -1062,7 +1062,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
else {
bool force_fallback = false;
- force_fallback |= !ELEM(U.image_draw_method, IMAGE_DRAW_METHOD_AUTO, IMAGE_DRAW_METHOD_GLSL);
+ force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
if (force_fallback) {