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authorDalai Felinto <dfelinto@gmail.com>2017-08-18 13:00:30 +0300
committerDalai Felinto <dfelinto@gmail.com>2017-08-18 13:21:02 +0300
commitf4bd416b342ba840b5c3660526e0a938b7730cce (patch)
tree6b3bbfc91b096e0ec98f64c9f45e4a69e8768a50 /source/blender/nodes
parent6fe38bf1ccce70b40d7a69bbb4bf3d1a0fbef9ab (diff)
Fix ubo vec3 alignment issue
This fixes the Principled shader in Eevee, among other nodes. Basically before we were treating all the vec3 as vec4 as far as memory goes. We now only do it when required (aka, when the vec3 is not followed by a float). We can be even smarter about that and move the floats around to provide padding for the vec3s. However this is for a separate patch. That said, there seems to be some strong consensus in corners of the internet against using vec3 at all [1]. Basically even if we get all the padding correct, we may still suffer from poor driver implementations in some consumer graphic cards. It's not hard to move to vec4, but I think we can avoid doing it as much as possible. By the time 2.8 is out hopefully most drivers will be implementing things correctly. [1] - https://stackoverflow.com/questions/38172696
Diffstat (limited to 'source/blender/nodes')
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