Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
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.