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authorMike Erwin <significant.bit@gmail.com>2017-04-27 18:24:35 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-27 18:24:35 +0300
commitbfaf7a3eb15e36e69fc00448e6c7fd938a6fa2fa (patch)
treec068779e2c86d40fad5188670b25da533e675969 /source/blender/editors/space_view3d
parenta49708a69181b4c15fb2bd58f6721a39a7e9b0e6 (diff)
OpenGL: stop enabling GL_TEXTURE
Texturing is always enabled in GLSL. Simply use a sampler in the shader. Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter. Part of T51164
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c8
1 files changed, 0 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 1162a7ac36d..7db72d2c338 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -323,7 +323,6 @@ static bool set_draw_settings_cached(
if (texpaint) {
c_badtex = false;
if (GPU_verify_image(ima, NULL, GL_TEXTURE_2D, 0, 1, 0, false)) {
- glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
@@ -332,7 +331,6 @@ static bool set_draw_settings_cached(
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
glActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
@@ -346,14 +344,12 @@ static bool set_draw_settings_cached(
}
else {
glActiveTexture(GL_TEXTURE1);
- glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glActiveTexture(GL_TEXTURE0);
c_badtex = true;
GPU_clear_tpage(true);
- glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
@@ -459,7 +455,6 @@ static void draw_textured_begin(Scene *scene, SceneLayer *sl, View3D *v3d, Regio
* in new texpaint code. The better solution here would be to support GLSL */
if (Gtexdraw.is_texpaint) {
glActiveTexture(GL_TEXTURE1);
- glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
@@ -474,7 +469,6 @@ static void draw_textured_begin(Scene *scene, SceneLayer *sl, View3D *v3d, Regio
glActiveTexture(GL_TEXTURE2);
if (GPU_verify_image(Gtexdraw.stencil, NULL, GL_TEXTURE_2D, false, false, false, false)) {
float col[4] = {imapaint->stencil_col[0], imapaint->stencil_col[1], imapaint->stencil_col[2], 1.0f};
- glEnable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
@@ -509,14 +503,12 @@ static void draw_textured_end(void)
{
if (Gtexdraw.ob->mode & OB_MODE_TEXTURE_PAINT) {
glActiveTexture(GL_TEXTURE1);
- glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);
if (Gtexdraw.stencil != NULL) {
glActiveTexture(GL_TEXTURE2);
- glDisable(GL_TEXTURE_2D);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, 0);