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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-13 21:15:34 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-14 16:00:48 +0300
commit7028a11db9ec3d29282739f7ad9a0343711ebc24 (patch)
tree29433d298eaed8f4f3e26a695e8c97f9f00ef952 /source/blender/windowmanager/manipulators
parent8049ad21b07d94ebedb2baec321735d5022befe4 (diff)
GPU: don't use multisample for entire window, only for offscreen 3D viewport.
Now that the new 3D viewport draws to a multisample offscreen buffer, there is no good reason anymore to create an entire multisample window and pay the performance/memory cost for other regions that don't need it. GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need to check for it throughout the UI code anymore. Differential Revision: https://developer.blender.org/D3062
Diffstat (limited to 'source/blender/windowmanager/manipulators')
-rw-r--r--source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c11
1 files changed, 0 insertions, 11 deletions
diff --git a/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c b/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
index a9875020fbb..03fbe234a20 100644
--- a/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
+++ b/source/blender/windowmanager/manipulators/intern/wm_manipulator_map.c
@@ -390,16 +390,9 @@ static void manipulators_draw_list(const wmManipulatorMap *mmap, const bContext
return;
}
- const bool draw_multisample = (U.ogl_multisamples != USER_MULTISAMPLE_NONE);
-
/* TODO this will need it own shader probably? don't think it can be handled from that point though. */
/* const bool use_lighting = (U.manipulator_flag & V3D_MANIPULATOR_SHADED) != 0; */
- /* enable multisampling */
- if (draw_multisample) {
- glEnable(GL_MULTISAMPLE);
- }
-
bool is_depth_prev = false;
/* draw_manipulators contains all visible manipulators - draw them */
@@ -435,10 +428,6 @@ static void manipulators_draw_list(const wmManipulatorMap *mmap, const bContext
if (is_depth_prev) {
glDisable(GL_DEPTH_TEST);
}
-
- if (draw_multisample) {
- glDisable(GL_MULTISAMPLE);
- }
}
void WM_manipulatormap_draw(