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authorAntony Riakiotakis <kalast@gmail.com>2014-11-26 21:19:25 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-11-26 21:19:25 +0300
commit8152a6c66cabb929e3b18becce1da60ad5f646aa (patch)
tree3db7a6a251def55d64ddea002fd060e16288e27b /source/blender/editors/space_view3d/view3d_draw.c
parentd21e254907df5fcb299c4806e6d67eb6b83fd925 (diff)
Do not use mipmapping on envmaps, can cause discontinuities on
environmental mapping when crossing the seam boundary. Also output our favourite magenda on missing texture.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 26ce64fd8ca..bc5ef14e8bc 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
- GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+ GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);