diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-04-29 19:50:12 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2013-04-29 19:50:12 +0400 |
commit | cabe929b2a3d6ec34abff49e07961cc1ceb39a15 (patch) | |
tree | 698058c4ce93fd02af051da87c2c2d408e569ac8 /source/blender/editors/space_sequencer | |
parent | 511e3466da62389ac318d631ddce45a87e5f2408 (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.c | 2 |
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) { |