diff options
author | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-05-11 00:36:34 +0400 |
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committer | Nicholas Bishop <nicholasbishop@gmail.com> | 2012-05-11 00:36:34 +0400 |
commit | d35d0e38ce3ab421880b01fe5e80cb61a1323c45 (patch) | |
tree | 7f650bd41784e9d305741629eee223cc142978f2 /source/blender/gpu/GPU_buffers.h | |
parent | 3ee0305ebb45e3e48ccab69d952ec4258b3dc881 (diff) |
Add mask-drawing support to GPU_Buffers.
This is the last commit of the sculpt masking merge. Documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks
Thanks to Brecht for reviewing!
* For VBO, add color to the VertexBufferFormat structure as three
unsigned bytes. Since mask elements are scalar the three color
components are identical to eachother, but the fixed-function OpenGL
pipeline requires colors to be either three or four components.
* For the same reason, multires VBO drawing now copies into the
VertexBufferFormat format as well.
* Regression: material colors will not show up correctly now, masks
colors are overriding. Not sure how to fix this nicely (would be
much easier to fix if drawing with vertex shaders.)
* Also, masks will only draw PBVH drawing, so only 'solid' drawing
will work correctly with masks.
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r-- | source/blender/gpu/GPU_buffers.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h index e074b2b65a6..629283ce50d 100644 --- a/source/blender/gpu/GPU_buffers.h +++ b/source/blender/gpu/GPU_buffers.h @@ -163,7 +163,7 @@ GPU_Buffers *GPU_build_mesh_buffers(int (*face_vert_indices)[4], int *face_indices, int totface); void GPU_update_mesh_buffers(GPU_Buffers *buffers, struct MVert *mvert, - int *vert_indices, int totvert); + int *vert_indices, int totvert, const float *vmask); GPU_Buffers *GPU_build_grid_buffers(int *grid_indices, int totgrid, unsigned int **grid_hidden, int gridsize); |