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authorClément Foucault <foucault.clem@gmail.com>2018-08-21 11:22:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-08-22 14:51:02 +0300
commit648924333234a1fd0fee91851bb7ad8bc8639f3a (patch)
tree31c5a999d8d6ebb47c52b97fbc1b656d2caa55b1 /source/blender/editors
parentbb639ccc47a4d66ef451f6b590bd6fad5de2b2f2 (diff)
DRW: Fix background image display
This make the workbench draw everything in the background routine just like eevee. This is because the workbench uses floating point buffers too and rendering background to this buffer makes it incorrect without proper color management. This could be improved because in xray the background is not blended but dithered as it's drawn after the main pass.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw_legacy.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw_legacy.c b/source/blender/editors/space_view3d/view3d_draw_legacy.c
index 558af718101..d0fc36a8a1e 100644
--- a/source/blender/editors/space_view3d/view3d_draw_legacy.c
+++ b/source/blender/editors/space_view3d/view3d_draw_legacy.c
@@ -679,7 +679,7 @@ static void view3d_draw_bgpic(Scene *scene, Depsgraph *depsgraph,
ibuf = ibuf->mipmap[mip - 1];
}
- GPU_depth_test(false);
+ GPU_depth_test(!do_foreground);
glDepthMask(GL_FALSE);
GPU_blend(true);