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author | Alexander Romanov <a.romanov@blend4web.com> | 2015-12-26 00:57:50 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-27 00:15:23 +0300 |
commit | 700c40e2f9b59b7e780429fdc10fb0d2d5d117a1 (patch) | |
tree | 8a6ed722fba1e652fe9756276c83da3467f396aa /source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | |
parent | 58cf3327e481cea3dbd2c1c0b89b02d4d2ca7be4 (diff) |
OpenGL: stipple support added to basic GLSL shader
The is intended to replace the deprecated glPolygonStipple() calls with a shader
based alternative, once we switch over to GLSL shaders.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1688
Diffstat (limited to 'source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp')
-rw-r--r-- | source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp index 84dbfff74b0..400fa6af22e 100644 --- a/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp +++ b/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp @@ -553,6 +553,8 @@ void RAS_OpenGLRasterizer::SetEye(const StereoEye eye) break; case RAS_STEREO_VINTERLACE: { + // OpenGL stippling is deprecated, it is no longer possible to affect all shaders + // this way, offscreen rendering and then compositing may be the better solution glEnable(GL_POLYGON_STIPPLE); glPolygonStipple((const GLubyte*) ((m_curreye == RAS_STEREO_LEFTEYE) ? left_eye_vinterlace_mask : right_eye_vinterlace_mask)); if (m_curreye == RAS_STEREO_RIGHTEYE) |