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authorClément Foucault <foucault.clem@gmail.com>2019-08-14 23:43:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-08-15 00:59:33 +0300
commit80e9eb66d568311f4acddf5dfe5bbf8f8618f18d (patch)
tree3500aefe68052bd56eb15f82b24611af7d6866cf /source/blender/gpu/GPU_batch.h
parentdeb5416a1a50e153cf2f9e3809755a5e82bd8f85 (diff)
Mesh Batch Cache: Split UV an tangent into 2 distinct VBOs
This is done because they don't have the same update frequency. UV can be persistent even on geometry update (ex: skinned object) but tangents can change if the normals change. Also the name buffer per vbo was too small to contain all names.
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 c65ca5d905e..175033f70d9 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -40,7 +40,7 @@ typedef enum {
GPU_BATCH_READY_TO_DRAW,
} GPUBatchPhase;
-#define GPU_BATCH_VBO_MAX_LEN 5
+#define GPU_BATCH_VBO_MAX_LEN 6
#define GPU_BATCH_VAO_STATIC_LEN 3
#define GPU_BATCH_VAO_DYN_ALLOC_COUNT 16