diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-11-26 21:19:25 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2014-11-26 21:19:25 +0300 |
commit | 8152a6c66cabb929e3b18becce1da60ad5f646aa (patch) | |
tree | 3db7a6a251def55d64ddea002fd060e16288e27b /source | |
parent | d21e254907df5fcb299c4806e6d67eb6b83fd925 (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.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
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) |