There were some issues with how we store outliner tree elements:
Apparently the only removable elements have been data-blocks so far.
When recreating the TreeElements, their TreeStoreElem instances were
mainly identified by their ID pointer. However non-data-blocks mostly
depend on an index. For collections, such an index isn't a reliable
measure though if we want to allow removing items. Depending on it for
identifying the TreeStoreElem instance would cause some quite noticeable
glitches (wrong highlights, two elements sharing highlight, etc).
For now I've solved that by actually removing the TreeStoreElem that
represents the removed element. A little limitation of this is that
after undoing the removal, some information might get lost, like
flags to store selection, or opened/closed state.
A better solution that would also fix this issue would be having a real
unique identifier for each non-data-block element, like an idname or even
its data-pointer. Not sure if we can get those to work reliable with
file read/write though, would have to investigate...
Also added a general Outliner tree traversal utility.
Artifacts still remained when 2 vertices were linedup in orthographic mode or with very acute vertex angles.
This commit fix that by adding even more geometry.
ifdef out most debugging code since Apple does not implement any debug extensions. We can revisit this if they ever do (don't expect that).
Changed output message so Mac users don't think --debug-gpu is broken.
I was removing deprecated/obsolete state from this function. About halfway through I started questioning the need for the whole thing.
GPU_state_print is not called anywhere, but is (was) available as a development aid.
External GL debugging tools are really good these days! We should use those to examine state & not roll our own.
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
We do a strip of triangles around the triangle of interest and modify the variying vars to "trick" the fragment shader into rendering what we need.
This keeps the compatibility for both shaders.
Vertex still get half displayed when angle at the vertex is very acute.
This patch is only for the simple, no vert clipped case.
This is 2.5x slower than without the trick (on my hardware with 1million tris).
Do a "full" update on leaving sculpt mode, so we are sure scene will be brought
to a consistent state.
Ideally we'll only do that when there are objects which depends on geometry
without re-calculating self geometry, but that's a bit tricky currently.
Based on the previous overlay shader from merwin.
This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers).
As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh.
This problem can be fixed by a second pass.
This is work in progress.
Can't see any reason to call AUD exit early in WM_exit, that's a
low-level module that has no dependency on anything else in Blender, but
is dependency of some other parts of Blender, so it should rather be
exited late in the process!