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-rw-r--r--source/blender/blenlib/BLI_pbvh.h6
-rw-r--r--source/blender/blenlib/intern/pbvh.c28
-rw-r--r--source/blender/editors/sculpt_paint/sculpt.c2
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c10
4 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/blenlib/BLI_pbvh.h b/source/blender/blenlib/BLI_pbvh.h
index e1e733c91df..12c13de183c 100644
--- a/source/blender/blenlib/BLI_pbvh.h
+++ b/source/blender/blenlib/BLI_pbvh.h
@@ -88,9 +88,9 @@ typedef enum {
PBVH_UpdateNormals = 2,
PBVH_UpdateBB = 4,
- PBVH_UpdateOriginalBB = 4,
- PBVH_UpdateDrawBuffers = 8,
- PBVH_UpdateRedraw = 16
+ PBVH_UpdateOriginalBB = 8,
+ PBVH_UpdateDrawBuffers = 16,
+ PBVH_UpdateRedraw = 32
} PBVHNodeFlags;
void BLI_pbvh_node_mark_update(PBVHNode *node);
diff --git a/source/blender/blenlib/intern/pbvh.c b/source/blender/blenlib/intern/pbvh.c
index 960888260ce..f0464438b68 100644
--- a/source/blender/blenlib/intern/pbvh.c
+++ b/source/blender/blenlib/intern/pbvh.c
@@ -1142,8 +1142,8 @@ static int ray_face_intersection(float ray_start[3], float ray_normal[3],
{
float dist = FLT_MAX;
- if(!isect_ray_tri_v3(ray_start, ray_normal, t0, t1, t2,
- &dist, NULL))
+ if(!isect_ray_tri_threshold_v3(ray_start, ray_normal, t0, t1, t2,
+ &dist, NULL, 0.001f))
dist = FLT_MAX;
if(dist >= 0 && dist < *fdist) {
@@ -1232,32 +1232,26 @@ int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
return hit;
}
-#if 0
-static int nodes_drawn = 0;
-static int is_partial = 0;
-/* XXX: Just a temporary replacement for the real drawing code */
-static void draw_partial_cb(PBVHNode *node, void *data)
+//#include <GL/glew.h>
+void BLI_pbvh_node_draw(PBVHNode *node, void *data)
+{
+#if 0
/* XXX: Just some quick code to show leaf nodes in different colors */
- /*float col[3]; int i;
- if(is_partial) {
+ float col[3]; int i;
+
+ if(0) { //is_partial) {
col[0] = (rand() / (float)RAND_MAX); col[1] = col[2] = 0.6;
}
else {
- srand((long long)data_v);
+ srand((long long)node);
for(i = 0; i < 3; ++i)
col[i] = (rand() / (float)RAND_MAX) * 0.3 + 0.7;
}
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, col);
- glColor3f(1, 0, 0);*/
- GPU_draw_buffers(BLI_pbvh_node_get_draw_buffers(node));
- ++nodes_drawn;
-}
+ glColor3f(1, 0, 0);
#endif
-
-void BLI_pbvh_node_draw(PBVHNode *node, void *data)
-{
GPU_draw_buffers(node->draw_buffers);
}
diff --git a/source/blender/editors/sculpt_paint/sculpt.c b/source/blender/editors/sculpt_paint/sculpt.c
index c715dc97cde..8b705ff5b5e 100644
--- a/source/blender/editors/sculpt_paint/sculpt.c
+++ b/source/blender/editors/sculpt_paint/sculpt.c
@@ -2054,6 +2054,8 @@ static void sculpt_stroke_done(bContext *C, struct PaintStroke *stroke)
BLI_pbvh_update(ss->tree, PBVH_UpdateOriginalBB, NULL);
if(ss->refkb) sculpt_key_to_mesh(ss->refkb, ob);
+
+ WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
}
}
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index af220487ab1..33aa4168ff8 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -457,10 +457,12 @@ void *GPU_build_mesh_buffers(GHash *map, MVert *mvert, MFace *mface,
/* Count the number of triangles */
for(i = 0, tottri = 0; i < totface; ++i)
tottri += mface[face_indices[i]].v4 ? 2 : 1;
+
+ if(GL_ARB_vertex_buffer_object)
+ glGenBuffersARB(1, &buffers->index_buf);
if(buffers->index_buf) {
/* Generate index buffer object */
- glGenBuffersARB(1, &buffers->index_buf);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
sizeof(unsigned short) * tottri * 3, NULL, GL_STATIC_DRAW_ARB);
@@ -503,7 +505,7 @@ void *GPU_build_mesh_buffers(GHash *map, MVert *mvert, MFace *mface,
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
- if(buffers->vert_buf)
+ if(buffers->index_buf)
glGenBuffersARB(1, &buffers->vert_buf);
GPU_update_mesh_buffers(buffers, mvert, vert_indices, totvert);
@@ -567,7 +569,9 @@ void *GPU_build_grid_buffers(DMGridData **grids,
totquad= (gridsize-1)*(gridsize-1)*totgrid;
/* Generate index buffer object */
- glGenBuffersARB(1, &buffers->index_buf);
+ if(GL_ARB_vertex_buffer_object)
+ glGenBuffersARB(1, &buffers->index_buf);
+
if(buffers->index_buf) {
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buffers->index_buf);