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authorSergey Sharybin <sergey.vfx@gmail.com>2018-01-15 13:38:56 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-01-15 13:43:59 +0300
commit4d8b78b0a9b760bba2f715a7421b3fdd5e076ccf (patch)
tree899cc855ceb757d4013656fcb450a1529065ad48 /source/blender/gpu/GPU_buffers.h
parent6cb06501c3283a4d443151ddb93ec5a097cd9078 (diff)
Sculpting: Sdd an option to hide mask in viewport
Brushes themselves are still affected by the mask, but the viewport is not showing the mask. This way it's easier to see details while sculpting. Studio request by Julien Kaspar
Diffstat (limited to 'source/blender/gpu/GPU_buffers.h')
-rw-r--r--source/blender/gpu/GPU_buffers.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_buffers.h b/source/blender/gpu/GPU_buffers.h
index 1423361e8cb..6ffaa29ead6 100644
--- a/source/blender/gpu/GPU_buffers.h
+++ b/source/blender/gpu/GPU_buffers.h
@@ -239,6 +239,7 @@ GPU_PBVH_Buffers *GPU_pbvh_bmesh_buffers_build(bool smooth_shading);
enum {
GPU_PBVH_BUFFERS_SHOW_DIFFUSE_COLOR = (1 << 0),
+ GPU_PBVH_BUFFERS_SHOW_MASK = (1 << 1),
};
void GPU_pbvh_mesh_buffers_update(
@@ -272,6 +273,7 @@ void GPU_pbvh_BB_draw_init(void);
void GPU_pbvh_BB_draw_end(void);
bool GPU_pbvh_buffers_diffuse_changed(GPU_PBVH_Buffers *buffers, struct GSet *bm_faces, bool show_diffuse_color);
+bool GPU_pbvh_buffers_mask_changed(GPU_PBVH_Buffers *buffers, bool show_mask);
void GPU_pbvh_buffers_free(GPU_PBVH_Buffers *buffers);
void GPU_pbvh_multires_buffers_free(struct GridCommonGPUBuffer **grid_common_gpu_buffer);