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author | Antony Riakiotakis <kalast@gmail.com> | 2015-08-03 18:47:03 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2015-08-03 18:47:03 +0300 |
commit | e90fea72c1430d270ccf4b5c3880f7e25e35947e (patch) | |
tree | 014e8c1f543eafca2e7b1074b8a087643d42ba7b /source | |
parent | e5f7b0f330c09d6944969a0cc1e496ca112f0711 (diff) |
Fix T45654 fast navigate artifacts.
Was overdrawing the buffer, in case of fast drawing just use one
draw call. Should also make performance quite smoother.
Note:
Just discovered we are doing one draw call - per grid - in multires
apparently to keep reusing the same element buffer.
This is horribly, dreadfully slow and will check about fixing it later.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c index 2e1b866a160..16dfa184f47 100644 --- a/source/blender/gpu/intern/gpu_buffers.c +++ b/source/blender/gpu/intern/gpu_buffers.c @@ -2012,7 +2012,7 @@ void GPU_draw_pbvh_buffers(GPU_PBVH_Buffers *buffers, DMSetMaterial setMaterial, if (buffers->tot_quad) { const char *offset = base; - int i, last = buffers->has_hidden ? 1 : buffers->totgrid; + int i, last = (buffers->has_hidden || do_fast) ? 1 : buffers->totgrid; for (i = 0; i < last; i++) { glVertexPointer(3, GL_FLOAT, sizeof(VertexBufferFormat), offset + offsetof(VertexBufferFormat, co)); |