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authorAntony Riakiotakis <kalast@gmail.com>2014-11-26 21:19:25 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-11-26 21:19:25 +0300
commit8152a6c66cabb929e3b18becce1da60ad5f646aa (patch)
tree3db7a6a251def55d64ddea002fd060e16288e27b /source
parentd21e254907df5fcb299c4806e6d67eb6b83fd925 (diff)
Do not use mipmapping on envmaps, can cause discontinuities on
environmental mapping when crossing the seam boundary. Also output our favourite magenda on missing texture.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 26ce64fd8ca..bc5ef14e8bc 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
- GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+ GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c463fb25ded..b68a1eebdd5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2457,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
void node_tex_environment_empty(vec3 co, out vec4 color)
{
- color = vec4(0.0);
+ color = vec4(1.0, 0.0, 1.0, 1.0);
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)