diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-13 21:15:34 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-02-14 16:00:48 +0300 |
commit | 7028a11db9ec3d29282739f7ad9a0343711ebc24 (patch) | |
tree | 29433d298eaed8f4f3e26a695e8c97f9f00ef952 /source/blender/windowmanager/manipulators | |
parent | 8049ad21b07d94ebedb2baec321735d5022befe4 (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.c | 11 |
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( |