diff options
author | Ton Roosendaal <ton@blender.org> | 2009-01-19 19:54:41 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2009-01-19 19:54:41 +0300 |
commit | bc63213844e723b0c552da446fb7fa9f9e7ea5f6 (patch) | |
tree | 433519ee3526536032e62226a058f6ec4fd17a1a /source/blender/gpu/GPU_draw.h | |
parent | 9b049d89a1bc36534875c67e097415e034d0624d (diff) |
2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
Diffstat (limited to 'source/blender/gpu/GPU_draw.h')
-rw-r--r-- | source/blender/gpu/GPU_draw.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h index 5ee620d7a19..307c116d596 100644 --- a/source/blender/gpu/GPU_draw.h +++ b/source/blender/gpu/GPU_draw.h @@ -62,8 +62,8 @@ void GPU_state_init(void); * GPU_enable_material returns 0 if drawing should be skipped * - after drawing, the material must be disabled again */ -void GPU_set_object_materials(struct View3D *v3d, struct Scene *scene, - struct Object *ob, int glsl, int *do_alpha_pass); +void GPU_set_object_materials(struct View3D *v3d, struct RegionView3D *rv3d, + struct Scene *scene, struct Object *ob, int glsl, int *do_alpha_pass); int GPU_enable_material(int nr, void *attribs); void GPU_disable_material(void); |