Age | Commit message (Collapse) | Author |
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This decouple the vertex display from the face+edges.
This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).
Also it makes all vertices visible (not cut-off) even when navigating.
However it makes the navigation drawing a bit slower because it has to
render twice.
Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
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This was not ported yet.
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Remove all the clip cases and just pass the vertices screen position to the
fragment shader.
This does put a bit more pressure on the fragment shader but it seems to be
faster than before. And it simplify the code a lot.
It seems to fix some long standing issue on some intel GPU.
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- added a lib for shaded functions
- decreased active face inner size
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- see the face selection color when face is active
- test different masks for active face, finally chosen for no mask at
all.
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- Hide facedots, except when in V3D_ZBUF_SELECT mode
`use_occluded_geometry`
- Different theme (wire_inactive) when not in edge selection mode
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mode with some AMD GPUs
In case the problem appeared with the `AMD Radeon HD 7570M`
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The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
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Appear when zooming
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Differential Revision: D2995
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This let the user keep track of the shape by fading the center of the object.
An Opacity parameter is yet to be added.
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This introduce some little artifacts on the border of edges because some pixel with very low opacity does not get discarded and then occlude the face rendered behind if it has not been drawn yet.
To fix this. I added an offset in the geometry shader for the edge fixup. This make the artifact only visible on the border of the object if there is a very dense wire region. It's only visible in edge select mode since vertex and face center also hides the artifacts.
We can enable this only if AA is enabled but for now it's always enabled.
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Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel.
Follow-up to 941e739d703542af1637c6a37953adac5f6b36bb
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Mostly simple fixes to spacing & comments.
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Avoid confusion with overlays with non-mesh types
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