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Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c34
1 files changed, 19 insertions, 15 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 526f293d0b9..a5d6c374a42 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -193,9 +193,11 @@ static int is_pow2_limit(int num)
{
/* take texture clamping into account */
- /* XXX: texturepaint not global!
+ /* XXX: texturepaint not global! */
+#if 0
if (G.f & G_TEXTUREPAINT)
return 1;*/
+#endif
if (U.glreslimit != 0 && num > U.glreslimit)
return 0;
@@ -205,10 +207,12 @@ static int is_pow2_limit(int num)
static int smaller_pow2_limit(int num)
{
- /* XXX: texturepaint not global!
+ /* XXX: texturepaint not global! */
+#if 0
if (G.f & G_TEXTUREPAINT)
return 1;*/
-
+#endif
+
/* take texture clamping into account */
if (U.glreslimit != 0 && num > U.glreslimit)
return U.glreslimit;
@@ -467,7 +471,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
if(ibuf->rect_float) {
if(U.use_16bit_textures) {
/* use high precision textures. This is relatively harmless because OpenGL gives us
- a high precision format only if it is available */
+ * a high precision format only if it is available */
use_high_bit_depth = TRUE;
}
@@ -593,7 +597,7 @@ int GPU_verify_image(Image *ima, ImageUser *iuser, int tftile, int compare, int
}
/* scale if not a power of two. this is not strictly necessary for newer
- GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
+ * GPUs (OpenGL version >= 2.0) since they support non-power-of-two-textures */
if (!is_pow2_limit(rectw) || !is_pow2_limit(recth)) {
rectw= smaller_pow2_limit(rectw);
recth= smaller_pow2_limit(recth);
@@ -714,9 +718,9 @@ int GPU_set_tpage(MTFace *tface, int mipmap, int alphablend)
}
/* these two functions are called on entering and exiting texture paint mode,
- temporary disabling/enabling mipmapping on all images for quick texture
- updates with glTexSubImage2D. images that didn't change don't have to be
- re-uploaded to OpenGL */
+ * temporary disabling/enabling mipmapping on all images for quick texture
+ * updates with glTexSubImage2D. images that didn't change don't have to be
+ * re-uploaded to OpenGL */
void GPU_paint_set_mipmap(int mipmap)
{
Image* ima;
@@ -1086,10 +1090,10 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
GMS.gviewinv= rv3d->viewinv;
/* alpha pass setup. there's various cases to handle here:
- * object transparency on: only solid materials draw in the first pass,
- and only transparent in the second 'alpha' pass.
- * object transparency off: for glsl we draw both in a single pass, and
- for solid we don't use transparency at all. */
+ * - object transparency on: only solid materials draw in the first pass,
+ * and only transparent in the second 'alpha' pass.
+ * - object transparency off: for glsl we draw both in a single pass, and
+ * for solid we don't use transparency at all. */
GMS.use_alpha_pass = (do_alpha_after != NULL);
GMS.is_alpha_pass = (v3d && v3d->transp);
if(GMS.use_alpha_pass)
@@ -1236,7 +1240,7 @@ int GPU_enable_material(int nr, void *attribs)
GMS.gboundmat= mat;
/* for glsl use alpha blend mode, unless it's set to solid and
- we are already drawing in an alpha pass */
+ * we are already drawing in an alpha pass */
if(mat->game.alpha_blend != GPU_BLEND_SOLID)
alphablend= mat->game.alpha_blend;
@@ -1525,8 +1529,8 @@ void GPU_state_init(void)
glDisable(GL_CULL_FACE);
/* calling this makes drawing very slow when AA is not set up in ghost
- on Linux/NVIDIA.
- glDisable(GL_MULTISAMPLE); */
+ * on Linux/NVIDIA. */
+ // glDisable(GL_MULTISAMPLE);
}
/* debugging aid */