2.5 Bugfixes
#19343: vertex paint blur was not working. shared vcol was disabled for speed, but blurring still needs it. Also fixed brushes with size > 64 not working correct. #19314: non-zbuffer selection did not work with background image, drawing it made the WM matrix go out of sync. Forgot to mention these in previous commit: * Manipulator type was not properly initialized, .B.blend update helps, but still needed version patch & correct setting for new space. * Added a utility function for the toggling region hide, instead of duplicating the code. * SSS preview render preprocessing pass now also uses multiple threads. * Added version patch for unit scale, was still 0.0.
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@@ -710,7 +710,9 @@ static int sample_backbuf_area(ViewContext *vc, int *indexar, int totface, int x
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if(totface+4>=MAXINDEX) return 0;
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if(size>64.0) size= 64.0;
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/* brecht: disabled this because it obviously failes for
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brushes with size > 64, why is this here? */
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/*if(size>64.0) size= 64.0;*/
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ibuf= view3d_read_backbuf(vc, x-size, y-size, x+size, y+size);
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if(ibuf) {
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@@ -1732,6 +1734,10 @@ static void vpaint_stroke_update_step(bContext *C, struct PaintStroke *stroke, P
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}
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Mat4SwapMat4(vc->rv3d->persmat, mat);
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/* was disabled because it is slow, but necessary for blur */
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if(vp->mode == VP_BLUR)
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do_shared_vertexcol(me);
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ED_region_tag_redraw(vc->ar);
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@@ -1416,12 +1416,9 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// glaDefine2DArea(&ar->winrct);
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/* need to use wm push/pop matrix because ED_region_pixelspace
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uses the wm functions too, otherwise gets out of sync */
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wmPushMatrix();
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ED_region_pixelspace(ar);
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glEnable(GL_BLEND);
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@@ -1433,10 +1430,7 @@ static void draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d)
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glPixelZoom(1.0, 1.0);
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glPixelTransferf(GL_ALPHA_SCALE, 1.0f);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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wmPopMatrix();
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glDisable(GL_BLEND);
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if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
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