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author | Campbell Barton <ideasman42@gmail.com> | 2018-03-01 08:31:36 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-03-01 08:37:39 +0300 |
commit | a459ef2827f1bb9e6ce92b0946a7463061c9ac55 (patch) | |
tree | f09abc5323903e5c879a96705534284891d903a8 /source/blender/gpu/intern/gpu_select.c | |
parent | 68015f9d397124b66fd8b435b729fbc0daa6e9ad (diff) |
Fix T54190: Occlusion query select failed
By default select wasn't picking the nearest object,
this could have been fixed by not clearing the depth buffer,
but calling GPU_select_(begin/end) without the binded frame-buffer
caused issues for depth-picking. So move GPU_select begin/end to a
callback.
This also has the advantage that only needs to populate the engines once
to draw two passes.
Note that cycling through objects fails with occlusion queries still,
will fix shortly.
Diffstat (limited to 'source/blender/gpu/intern/gpu_select.c')
0 files changed, 0 insertions, 0 deletions