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authorNicholas Bishop <nicholasbishop@gmail.com>2012-05-11 00:36:34 +0400
committerNicholas Bishop <nicholasbishop@gmail.com>2012-05-11 00:36:34 +0400
commitd35d0e38ce3ab421880b01fe5e80cb61a1323c45 (patch)
tree7f650bd41784e9d305741629eee223cc142978f2 /source/blender/gpu/GPU_buffers.h
parent3ee0305ebb45e3e48ccab69d952ec4258b3dc881 (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.h2
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);