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authorClément Foucault <foucault.clem@gmail.com>2019-03-28 18:36:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-03-29 00:08:54 +0300
commitec0eeb918baca89dece33a6d95c7b8c913507a80 (patch)
treef961ea9baacf552d31c1c4bb56a26d22645b616e /source/blender/gpu/GPU_batch.h
parent1ef59026e4a20919cd6822d0b789eed09f25e42b (diff)
DRW/Eevee: Add correct support for Orco
Until now, Orcos were computed by the gpu (GLSL) and were not taking into account the modifier stack (breaking orco for deformed mesh). Now Orco is now computed on CPU but only if a modifier stack is present. Tagging that an ORCO layer is present is done via a 4th component, which is a waste of memory/bandwidth. Best would be to do the same as auto attrib color space and save a bool uniform somewhere but for now it's too disruptive.
Diffstat (limited to 'source/blender/gpu/GPU_batch.h')
-rw-r--r--source/blender/gpu/GPU_batch.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 95eb59a57ae..3d013eb8af4 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -39,7 +39,7 @@ typedef enum {
GPU_BATCH_READY_TO_DRAW
} GPUBatchPhase;
-#define GPU_BATCH_VBO_MAX_LEN 3
+#define GPU_BATCH_VBO_MAX_LEN 4
#define GPU_BATCH_VAO_STATIC_LEN 3
#define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16