From 6eaf51ef3e5b7d37170473449bcda60bad025e67 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 17 Jan 2020 16:05:19 +0100 Subject: DRW: Use USHORT for vertex color and upload them in linear color to the GPU This way we remove the need for the srgb boolean uniform and a lot of code complexity. However, mesh update is going to be a bit slower. I did not benchmark the performance impact. This also fix a typo in draw_cache_impl_particles.c and fix hair not using vertex color in workbench. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6610 --- source/blender/draw/intern/draw_cache_impl.h | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) (limited to 'source/blender/draw/intern/draw_cache_impl.h') diff --git a/source/blender/draw/intern/draw_cache_impl.h b/source/blender/draw/intern/draw_cache_impl.h index 8cb318bd0bb..bf056d7444d 100644 --- a/source/blender/draw/intern/draw_cache_impl.h +++ b/source/blender/draw/intern/draw_cache_impl.h @@ -127,10 +127,7 @@ struct GPUBatch *DRW_mesh_batch_cache_get_surface(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_surface_edges(struct Mesh *me); struct GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(struct Mesh *me, struct GPUMaterial **gpumat_array, - uint gpumat_array_len, - char **auto_layer_names, - int **auto_layer_is_srgb, - int *auto_layer_count); + uint gpumat_array_len); struct GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_surface_texpaint_single(struct Mesh *me); struct GPUBatch *DRW_mesh_batch_cache_get_surface_vertpaint(struct Mesh *me); -- cgit v1.2.3