From 0626de2033c45c1973f5233ab137098db4b38be3 Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Thu, 14 Jun 2018 12:58:30 +0200 Subject: GPU: consistenly use mipmap on/off in all draw modes. This is important for good texture paint performance. --- source/blender/draw/engines/workbench/workbench_forward.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/blender/draw/engines/workbench/workbench_forward.c') diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 58bd6a65866..3912494d9db 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -193,7 +193,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data( case OB_TEXTURE: { - GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, false, false); + GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false, 0.0f); DRW_shgroup_uniform_texture(grp, "image", tex); break; } @@ -427,7 +427,7 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O float hair_alpha = wpd->shading.xray_alpha * 0.33f; DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha); if (image) { - GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false); + GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, 0.0f); DRW_shgroup_uniform_texture(shgrp, "image", tex); } if (STUDIOLIGHT_ORIENTATION_VIEWNORMAL_ENABLED(wpd)) { -- cgit v1.2.3