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authorAntony Riakiotakis <kalast@gmail.com>2015-03-10 18:34:40 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-10 18:47:50 +0300
commit56c0a3faef74658fec4769d986253023958e6c36 (patch)
treecaba5900bf059671e6c7013bb0d413b2a1cabc74 /source/blender/editors/space_view3d
parentedc8a4c4847e3ea3a58683926c22b519d2af830c (diff)
Fix T43953, make opengl render work like before, basically, if we render
transparent, it will render sky/transparent, regardless of the "show world setting".
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c16
1 files changed, 7 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 8e516e1ea0e..7b3f8697ccd 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2879,11 +2879,9 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
/*
* Function to clear the view
*/
-static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool force)
+static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
- /* clear background */
- if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) {
- float alpha = (force) ? 1.0f : 0.0f;
+ if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
bool glsl = GPU_glsl_support() && BKE_scene_use_new_shading_nodes(scene) && scene->world->nodetree && scene->world->use_nodes;
if (glsl) {
@@ -2996,7 +2994,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
rgb_float_to_uchar(col_ub, col_fl);
- col_ub[3] = alpha * 255;
+ col_ub[3] = 255;
}
}
@@ -3031,7 +3029,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
- glClearColor(col_hor[0], col_hor[1], col_hor[2], alpha);
+ glClearColor(col_hor[0], col_hor[1], col_hor[2], 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
@@ -3067,7 +3065,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
glPopMatrix();
}
else {
- UI_ThemeClearColor(TH_HIGH_GRAD);
+ UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
@@ -3125,7 +3123,7 @@ void ED_view3d_draw_offscreen(
/* clear opengl buffers */
if (do_sky) {
- view3d_main_area_clear(scene, v3d, ar, true);
+ view3d_main_area_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@@ -3555,7 +3553,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
}
/* clear the background */
- view3d_main_area_clear(scene, v3d, ar, false);
+ view3d_main_area_clear(scene, v3d, ar);
/* enables anti-aliasing for 3D view drawing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {