in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).
We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.
Patch should be in line with the ideas that @brecht wrote in T55008.
As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Subscribers: brecht
Tags: #code_quest, #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3290
Gets edit more from the current object and displays it as a path.
this is how both hair and particle edit modes are supposed to work.
This only covers path itself, it doesn't do anything like keys
visualization or selection. However, it's already possible to
comb and such.
Only implements particle mode. There are also some settings to
do soft body and cloth. No idea yet what that all is about.
Copy-on-write is not supported either, this is due to some
edit mode ownership problems which are to be addressed from
dependency graph side.
Shading is dead-simple: uses tangent as a color. This is where
i hope to get some help from Clément.
When entering edit mode the texture coordinates is not calculated by
drawcachemesh. For now fallback to solid mode. This gives wrong
artifacts when disabling overlays when in edit mode. We should make it
possible to calculate the UVLOOP from bmesh. This will be done in a next
patch
The actual code is a bit convoluted but allows good and "pseudo efficient"
drawing. (pseudo efficient because rendering instances with that amount of
vertices is really inneficient. We should go full procedural but need to
have bufferTexture implemented first) But drawing speed is not a bottleneck
here and it's already a million time less crappy than the old (2.79) immediate
mode method.
Instead of drawing actual wires with different width we render a triangle
fan batch (containing 3 fans: bone, head, tail) which is then oriented in
screen space to the bone direction. We then interpolate a float value
accross vertices giving us a nice blend factor to blend the colors and
gives us really smooth interpolation inside the bone.
The outside edge still being geometry will be antialiased by MSAA if enabled.
In object mode, the axes are drawn like any other wire objects with
depth test and depth write. Thus enabling MSAA to work but not their xray
behaviour.
In edit armature/pose mode, draw smooth line without depth testing. This
produces wrong draw ordering problem but still gives the desired xray
behaviour. We do it outside of the MSAA pass since the xray behaviour is not
compatible with it. But we are drawing smoothed lines so no need for MSAA.
The lines are 2px thick and improve readability.