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2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-05Edit Mesh: Refactor Edit cage drawing to use old style drawingClément Foucault
This is work in progress. Look is not final. This align data VBO data structure used for edti cage drawing to the one use for normal drawing. We no longer use barycentric coords to draw the lines an just rasterize line primitives for edge drawing. This is a bit slower than using the previous fast method but faster than the "correct" (edge artifact free) method. This also make the code way simpler. This also makes it possible to reuse possible and normal vbos used for shading if the edit cage matches the This also touches the UV batch code to share as much render data as possible. The code also prepare for edit cage "modified" drawing cage (with modifier applied) but is not enabled since selection and operators does not work with modified cage yet.
2018-10-05Cleanup: styleCampbell Barton
2018-10-01Edit UVs: Refactor drawing Edit UV in Image EditorClément Foucault
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed when texture painting. This will be address in a future commit. We now cache the uv mesh in the mesh batch cache and only reupload data on changes. Update could be more granular (and a bit faster) but it's not our main concern ATM. This should fix problem caused by the IMM api used to draw large meshes. This makes performance skyrocket compared to previous implementation. There is still a big CPU bottleneck when not in sync selection mode but it is not related to the drawing function directly.