Age | Commit message (Collapse) | Author |
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Would run validate when not needed.
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Sometimes one needs a *lot* of changes for a single G.main... :/
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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Tabs in middle of code (mostly for no reason / by accident).
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Was mixed with object functionality.
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Use common prefix so adding related functions share the prefix.
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Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
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Some of these API's can have 3D versions, explicitly name them 2D.
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This was meant to be used for less general macros but was never used.
Rename BKE_BIT_TEST_SET to SET_FLAG_FROM_TEST
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Practically all access to enum data is read-only.
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Border and circle select wait for input by default.
This commit uses bool properties on the operators instead of
magic number (called "gesture_mode").
Keymaps that define 'deselect' for border/circle select
begin immediately, exiting when on button release.
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Use same convention as all others.
Remove 'select' since these are used for zoom as well.
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In preparation for modal operators storing their properties,
no need to keep mouse-paths around.
Also use generic function for lasso properties.
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Replace with operator type 'last_properties'.
Also use generic function for circle gesture properties.
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Avoids including GPU_select and makes it more clear that the cache is
needed for view3d_opengl_select calls.
Also use typed enum for select mode.
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Intended to replace legacy GL_SELECT, without the limitations of
sample queries which can't access depth information.
This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL
which access the depth buffers to detect whats under the pointer,
so initial selection is always the closest item.
The performance of this method depends a lot on the OpenGL
implementations glReadPixels.
Since reading depth can be slow, buffers are cached for object picking
so selecting re-uses depth data, performing 1 draw instead of 3
(for 24, 18, 10 px regions, picking with many items under the pointer).
Occlusion queries draw twice when picking nearest,
so worst case 6x draw calls per selection.
Even with these improvements occlusion queries is faster on AMD hardware.
Depth selection is disabled by default, toggle option under select method.
May enable by default if this works well on different hardware.
Reviewed as D2543
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This avoids bad-level calls.
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- break when object in hit-buffer.
- don't measure distance to object centers that can't be projected.
- take pixelsize into account for distance pixel distance limit.
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Now always use menu-select when using Alt-RMB
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prefs.
Now store the multisample setting each window was created with.
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Since GPU refactor, hidden faces are cached.
However this needs to be re-calculated when state of hidden faces changes.
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- use ED_ prefix for api calls
- use ED_*_select_pick for mouse selection (was already done in parts)
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Convert buffer to index in one loop,
also minor cleanup to backbuf/selection functions.
- Use IMB_rectcpy instead of inline pixel copy.
- Redundant WM_framebuffer_to_index call.
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Naming here is slightly misleading. We have:
* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.
Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:
* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF refers to the number of integers in the selection buffer
Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Own mistake - not copying enough data.
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Attempt to select closest bones when possible.
Occlusion query selection does't support this well because we can't
really derive depth information from occlusion tests. May be possible to
improve this somewhat in the future.
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number of selected data since the offset, not the offset!
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This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
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Call operator types directly and avoid a lookup when their known.
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also rename some functions to match our convention
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