diff options
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/include/BIF_glutil.h | 6 | ||||
-rw-r--r-- | source/blender/editors/interface/interface_draw.c | 2 | ||||
-rw-r--r-- | source/blender/editors/render/render_internal.c | 30 | ||||
-rw-r--r-- | source/blender/editors/screen/glutil.c | 140 | ||||
-rw-r--r-- | source/blender/editors/space_file/file_draw.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_node/drawnode.c | 4 | ||||
-rw-r--r-- | source/blender/editors/space_node/node_draw.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_draw.c | 2 |
9 files changed, 147 insertions, 43 deletions
diff --git a/source/blender/editors/include/BIF_glutil.h b/source/blender/editors/include/BIF_glutil.h index a356821fb53..af2dc884508 100644 --- a/source/blender/editors/include/BIF_glutil.h +++ b/source/blender/editors/include/BIF_glutil.h @@ -144,17 +144,17 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int fo * 1-to-1 mapping to screen space. */ -void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect); +void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect); /** * glaDrawPixelsAuto - Switches between texture or pixel drawing using UserDef. * only RGBA * needs glaDefine2DArea to be set. */ -void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect); +void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect); -void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect, float scaleX, float scaleY); +void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY); /* 2D Drawing Assistance */ diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c index 6edbb90febe..c0f1ed28b3f 100644 --- a/source/blender/editors/interface/interface_draw.c +++ b/source/blender/editors/interface/interface_draw.c @@ -454,7 +454,7 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(ar), uiBut *but, uiWidgetColors *UNUSED(w float facy = (float)h / (float)ibuf->y; glPixelZoom(facx, facy); } - glaDrawPixelsAuto((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect); + glaDrawPixelsAuto((float)rect->xmin, (float)rect->ymin, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, ibuf->rect); glPixelZoom(1.0f, 1.0f); diff --git a/source/blender/editors/render/render_internal.c b/source/blender/editors/render/render_internal.c index 90c80cae1ad..6832cd5baa0 100644 --- a/source/blender/editors/render/render_internal.c +++ b/source/blender/editors/render/render_internal.c @@ -429,10 +429,38 @@ static void render_endjob(void *rjv) nodeUpdateID(rj->scene->nodetree, &rj->scene->id); WM_main_add_notifier(NC_NODE | NA_EDITED, rj->scene); } - + /* XXX render stability hack */ G.is_rendering = FALSE; WM_main_add_notifier(NC_WINDOW, NULL); + + /* Partial render result will always update display buffer + * for first render layer only. This is nice because you'll + * see render progress during rendering, but it ends up in + * wrong display buffer shown after rendering. + * + * The code below will mark display buffer as invalid after + * rendering in case multiple layers were rendered, which + * ensures display buffer matches render layer after + * rendering. + * + * Perhaps proper way would be to toggle active render + * layer in image editor and job, so we always display + * layer being currently rendered. But this is not so much + * trivial at this moment, especially because of external + * engine API, so lets use simple and robust way for now + * - sergey - + */ + if (rj->scene->r.layers.first != rj->scene->r.layers.last) { + void *lock; + Image *ima = rj->image; + ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &rj->iuser, &lock); + + if (ibuf) + ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID; + + BKE_image_release_ibuf(ima, ibuf, lock); + } } /* called by render, check job 'stop' value or the global */ diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index b5c2b106a15..ec1a085f9da 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -42,6 +42,7 @@ #include "BLI_threads.h" #include "BKE_blender.h" +#include "BKE_global.h" #include "BKE_colortools.h" #include "BKE_context.h" @@ -488,7 +489,7 @@ static int get_cached_work_texture(int *w_r, int *h_r) return texid; } -void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect, float scaleX, float scaleY) +void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect, float scaleX, float scaleY) { unsigned char *uc_rect = (unsigned char *) rect; float *f_rect = (float *)rect; @@ -498,7 +499,8 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, int subpart_x, subpart_y, tex_w, tex_h; int seamless, offset_x, offset_y, nsubparts_x, nsubparts_y; int texid = get_cached_work_texture(&tex_w, &tex_h); - + int components; + /* Specify the color outside this function, and tex will modulate it. * This is useful for changing alpha without using glPixelTransferf() */ @@ -525,13 +527,22 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, nsubparts_x = (img_w + (offset_x - 1)) / (offset_x); nsubparts_y = (img_h + (offset_y - 1)) / (offset_y); - if (format == GL_FLOAT) { + if (format == GL_RGBA) + components = 4; + else if (format == GL_RGB) + components = 3; + else if (format == GL_LUMINANCE) + components = 1; + else + BLI_assert(!"Incompatible format passed to glaDrawPixelsTexScaled"); + + if (type == GL_FLOAT) { /* need to set internal format to higher range float */ - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, tex_w, tex_h, 0, GL_RGBA, GL_FLOAT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, tex_w, tex_h, 0, format, GL_FLOAT, NULL); } else { /* switch to 8bit RGBA for byte buffer */ - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_w, tex_h, 0, format, GL_UNSIGNED_BYTE, NULL); } for (subpart_y = 0; subpart_y < nsubparts_y; subpart_y++) { @@ -551,26 +562,26 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, if (subpart_w <= seamless || subpart_h <= seamless) continue; - if (format == GL_FLOAT) { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * 4 + subpart_x * offset_x * 4]); + if (type == GL_FLOAT) { + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * components + subpart_x * offset_x * components]); /* add an extra border of pixels so linear looks ok at edges of full image. */ if (subpart_w < tex_w) - glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, GL_RGBA, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * 4 + (subpart_x * offset_x + subpart_w - 1) * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_FLOAT, &f_rect[subpart_y * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); if (subpart_h < tex_h) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * 4 + subpart_x * offset_x * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w && subpart_h < tex_h) - glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, GL_RGBA, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * 4 + (subpart_x * offset_x + subpart_w - 1) * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_FLOAT, &f_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } else { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * 4 + subpart_x * offset_x * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, subpart_w, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w) - glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * 4 + (subpart_x * offset_x + subpart_w - 1) * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, 0, 1, subpart_h, format, GL_UNSIGNED_BYTE, &uc_rect[subpart_y * offset_y * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); if (subpart_h < tex_h) - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * 4 + subpart_x * offset_x * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, subpart_h, subpart_w, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + subpart_x * offset_x * components]); if (subpart_w < tex_w && subpart_h < tex_h) - glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * 4 + (subpart_x * offset_x + subpart_w - 1) * 4]); + glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(subpart_y * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } glEnable(GL_TEXTURE_2D); @@ -601,9 +612,9 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, #endif } -void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect) +void glaDrawPixelsTex(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect) { - glaDrawPixelsTexScaled(x, y, img_w, img_h, format, zoomfilter, rect, 1.0f, 1.0f); + glaDrawPixelsTexScaled(x, y, img_w, img_h, format, type, zoomfilter, rect, 1.0f, 1.0f); } void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int format, int type, void *rect) @@ -686,7 +697,7 @@ void glaDrawPixelsSafe(float x, float y, int img_w, int img_h, int row_w, int fo } /* uses either DrawPixelsSafe or DrawPixelsTex, based on user defined maximum */ -void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int zoomfilter, void *rect) +void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int type, int zoomfilter, void *rect) { if (U.image_gpubuffer_limit) { /* Megapixels, use float math to prevent overflow */ @@ -694,11 +705,11 @@ void glaDrawPixelsAuto(float x, float y, int img_w, int img_h, int format, int z if (U.image_gpubuffer_limit > (int)img_size) { glColor4f(1.0, 1.0, 1.0, 1.0); - glaDrawPixelsTex(x, y, img_w, img_h, format, zoomfilter, rect); + glaDrawPixelsTex(x, y, img_w, img_h, format, type, zoomfilter, rect); return; } } - glaDrawPixelsSafe(x, y, img_w, img_h, img_w, GL_RGBA, format, rect); + glaDrawPixelsSafe(x, y, img_w, img_h, img_w, format, type, rect); } /* 2D Drawing Assistance */ @@ -1017,22 +1028,83 @@ void bglFlush(void) /* Draw given image buffer on a screen using GLSL for display transform */ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int zoomfilter) { + bool force_fallback = false; bool need_fallback = true; - /* Bytes and dithering are not supported on GLSL yet */ + /* Early out */ + if (ibuf->rect == NULL && ibuf->rect_float == NULL) + return; + + /* Dithering is not supported on GLSL yet */ + force_fallback = ibuf->dither != 0.0f; + + /* Single channel images could not be transformed using GLSL yet */ + force_fallback = ibuf->channels == 1; - /* WORKAROUND: only use GLSL if there's no byte buffer at all, - * this is because of how render results are handled, - * they're not updating image buffer's float buffer, - * but writes data directly to it's byte buffer and - * modifies display buffer. + /* This is actually lots of crap, but currently not sure about + * more clear way to bypass partial buffer update crappyness + * while rendering. + * + * The thing is -- render engines are only updating byte and + * display buffers for active render result opened in image + * editor. This works fine to show render progress without + * switching render layers in image editor user, but this is + * completely useless for GLSL display, where we need to have + * original buffer which we could color manage. + * + * For the time of rendering, we'll stick back to slower CPU + * display buffer update. GLSL could be used as soon as some + * fixes (?) are done in render itself, so we'll always have + * image buffer with relevant float buffer opened while + * rendering. + * + * On the other hand, when using Cycles, stressing GPU with + * GLSL could backfire on a performance. + * - sergey - */ - if (ibuf->rect == NULL && ibuf->rect_float && ibuf->dither == 0.0f) { - if (IMB_colormanagement_setup_glsl_draw_from_ctx(C)) { + if (G.is_rendering) { + /* Try to detect whether we're drawing render result, + * other images could have both rect and rect_float + * but they'll be synchronized + */ + if (ibuf->rect_float && ibuf->rect && + ((ibuf->mall & IB_rectfloat) == 0)) + { + force_fallback = true; + } + } + + /* Try to draw buffer using GLSL display transform */ + if (force_fallback == false) { + int ok; + + if (ibuf->rect_float) + ok = IMB_colormanagement_setup_glsl_draw_ctx(C, TRUE); + else + ok = IMB_colormanagement_setup_glsl_draw_from_space_ctx(C, ibuf->rect_colorspace, FALSE); + + if (ok) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor4f(1.0, 1.0, 1.0, 1.0); - glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_FLOAT, zoomfilter, ibuf->rect_float); + if (ibuf->rect_float) { + int format; + + if (ibuf->channels == 3) + format = GL_RGB; + else if (ibuf->channels == 4) + format = GL_RGBA; + else + BLI_assert(!"Incompatible number of channels for GLSL display"); + + glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, format, GL_FLOAT, + zoomfilter, ibuf->rect_float); + } + else if (ibuf->rect) { + /* ibuf->rect is always RGBA */ + glaDrawPixelsTex(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, + zoomfilter, ibuf->rect); + } IMB_colormanagement_finish_glsl_draw(); @@ -1040,6 +1112,7 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int } } + /* In case GLSL failed or not usable, fallback to glaDrawPixelsAuto */ if (need_fallback) { unsigned char *display_buffer; void *cache_handle; @@ -1047,7 +1120,8 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle); if (display_buffer) - glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, zoomfilter, display_buffer); + glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, + zoomfilter, display_buffer); IMB_display_buffer_release(cache_handle); } @@ -1057,6 +1131,8 @@ void glaDrawImBuf_glsl_ctx(const bContext *C, ImBuf *ibuf, float x, float y, int * * See IMB_colormanagement_setup_transform_from_role_glsl description for * some more details + * + * NOTE: this only works for RGBA buffers! */ int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, int role) { @@ -1071,7 +1147,7 @@ int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, int ro GPU_offscreen_bind(ofs); - if (!IMB_colormanagement_setup_transform_from_role_glsl(role)) { + if (!IMB_colormanagement_setup_transform_from_role_glsl(role, TRUE)) { GPU_offscreen_unbind(ofs); GPU_offscreen_free(ofs); return FALSE; @@ -1085,9 +1161,9 @@ int glaBufferTransformFromRole_glsl(float *buffer, int width, int height, int ro glPushMatrix(); glaDefine2DArea(&display_rect); - glLoadIdentity(); - glaDrawPixelsTex(0, 0, width, height, GL_FLOAT, GL_NEAREST, buffer); + glaDrawPixelsTex(0, 0, width, height, GL_RGBA, GL_FLOAT, + GL_NEAREST, buffer); glMatrixMode(GL_PROJECTION); glPopMatrix(); diff --git a/source/blender/editors/space_file/file_draw.c b/source/blender/editors/space_file/file_draw.c index 1c677d7c006..601c86b3029 100644 --- a/source/blender/editors/space_file/file_draw.c +++ b/source/blender/editors/space_file/file_draw.c @@ -376,7 +376,7 @@ static void file_draw_preview(uiBlock *block, struct direntry *file, int sx, int /* the image */ glColor4f(1.0, 1.0, 1.0, 1.0); - glaDrawPixelsTexScaled((float)xco, (float)yco, imb->x, imb->y, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect, scale, scale); + glaDrawPixelsTexScaled((float)xco, (float)yco, imb->x, imb->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, imb->rect, scale, scale); /* border */ if (dropshadow) { diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c index 5e5b2ece8c9..d7206c9b111 100644 --- a/source/blender/editors/space_node/drawnode.c +++ b/source/blender/editors/space_node/drawnode.c @@ -3011,7 +3011,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPixelZoom(snode->zoom, snode->zoom); - glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer); + glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer); glPixelZoom(1.0f, 1.0f); glDisable(GL_BLEND); @@ -3019,7 +3019,7 @@ void draw_nodespace_back_pix(const bContext *C, ARegion *ar, SpaceNode *snode) else { glPixelZoom(snode->zoom, snode->zoom); - glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer); + glaDrawPixelsAuto(x, y, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_NEAREST, display_buffer); glPixelZoom(1.0f, 1.0f); } diff --git a/source/blender/editors/space_node/node_draw.c b/source/blender/editors/space_node/node_draw.c index f1915a82f69..39b12b321dd 100644 --- a/source/blender/editors/space_node/node_draw.c +++ b/source/blender/editors/space_node/node_draw.c @@ -710,7 +710,7 @@ static void node_draw_preview(bNodePreview *preview, rctf *prv) glColor4f(1.0, 1.0, 1.0, 1.0); glPixelZoom(scale, scale); - glaDrawPixelsTex(draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect); + glaDrawPixelsTex(draw_rect.xmin, draw_rect.ymin, preview->xsize, preview->ysize, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, preview->rect); glPixelZoom(1.0f, 1.0f); glDisable(GL_BLEND); diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index 2f0a2b7cb7a..6a450f6415e 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -618,7 +618,7 @@ static void draw_empty_image(Object *ob, const short dflag, const unsigned char glColor4fv(ob->col); /* Draw the Image on the screen */ - glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); + glaDrawPixelsTex(ofs_x, ofs_y, ima_x, ima_y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); glPixelTransferf(GL_ALPHA_SCALE, 1.0f); glDisable(GL_BLEND); diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index b6d46f82e6a..d0437c77af7 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1831,7 +1831,7 @@ static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, * glaDrawPixelsSafe in some cases, which will end up in misssing * alpha transparency for the background image (sergey) */ - glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); + glaDrawPixelsTex(x1, y1, ibuf->x, ibuf->y, GL_RGBA, GL_UNSIGNED_BYTE, GL_LINEAR, ibuf->rect); glPixelZoom(1.0, 1.0); glPixelTransferf(GL_ALPHA_SCALE, 1.0f); |