From cabe929b2a3d6ec34abff49e07961cc1ceb39a15 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Mon, 29 Apr 2013 15:50:12 +0000 Subject: Changes to image draw method options It's now default to 2D textures, and no AUTO mode at this moment, since detecting which method is the best not so simple. Image drawing could manually be switched to GLSL for tests and feedback, but for default GLSL is not so much great. Reason of this is huge images, where operations like panning becomes dead slow comparing GLSL vs. 2D texture. --- source/blender/editors/screen/glutil.c | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) (limited to 'source/blender/editors/screen/glutil.c') diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index 44d7c8d0114..723dce5e226 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -1049,9 +1049,7 @@ void glaDrawImBuf_glsl(ImBuf *ibuf, float x, float y, int zoomfilter, force_fallback |= ibuf->channels == 1; /* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */ - force_fallback |= !ELEM(U.image_draw_method, - IMAGE_DRAW_METHOD_AUTO, - IMAGE_DRAW_METHOD_GLSL); + force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL); /* This is actually lots of crap, but currently not sure about * more clear way to bypass partial buffer update crappyness -- cgit v1.2.3