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authorDalai Felinto <dfelinto@gmail.com>2019-11-06 23:44:01 +0300
committerDalai Felinto <dfelinto@gmail.com>2019-11-06 23:48:09 +0300
commit85637311c28f49b55286d3287d4c7cefbcbca18a (patch)
tree0c3b14fa1bd44b8fa70a89294b00a4924abb2939 /source
parent5abd006c78597f4d3a87e04ca63c1cca367c10bd (diff)
Viewport: Fix stereo 3d camera framings when pivot is not center
As reported by Clément Foucault. This is a small thing but since we are refactoring the draw manager for the next blender is nice to have it fully working before the refactor for comparison. Note: Camera volume and render were both fine, the camera frame is the one thing that was not working. Also in toe-in the convergence plane is always facing the original camera orientation. It is a known small annoyance.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/modes/object_mode.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index fe17019a5b5..781c7e6a488 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -2099,7 +2099,8 @@ static void camera_view3d_stereoscopy_display_extra(OBJECT_ShadingGroupList *sgl
if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) {
const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) -
cam->shiftx) *
- (drawsize * scale[0] * fac));
+ (drawsize * scale[0] * fac)) *
+ (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER ? 1.0f : 2.0f);
for (int i = 0; i < 4; i++) {
cam->runtime.drw_corners[eye][i][0] += shift_x;