World textures displaying for viewport in BI.
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport.
It supports:
- "View", "AngMap" and "Equirectangular" types of mapping.
- Different types of texture blending (according to BI world render).
- Same color blending as when it lacked textures (but render via glsl).
{F207734}
{F207735}
Example: {F275180}
Original author: @valentin_b4w
Regards,
Alexander (Blend4Web Team).
Reviewers: sergey, valentin_b4w, brecht, merwin
Reviewed By: merwin
Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx, #bf_blender:_next
Differential Revision: https://developer.blender.org/D1414
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@@ -299,7 +299,7 @@ PyObject *Texture_close(Texture * self)
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self->m_matTexture->swapTexture(self->m_orgTex);
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else
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{
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self->m_imgTexture->bindcode = self->m_orgTex;
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self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = self->m_orgTex;
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BKE_image_release_ibuf(self->m_imgTexture, self->m_imgBuf, NULL);
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self->m_imgBuf = NULL;
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}
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@@ -357,8 +357,8 @@ static PyObject *Texture_refresh(Texture *self, PyObject *args)
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// WARNING: GPU has a ImageUser to pass, we don't. Using NULL
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// works on image file, not necessarily on other type of image.
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self->m_imgBuf = BKE_image_acquire_ibuf(self->m_imgTexture, NULL, NULL);
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self->m_orgTex = self->m_imgTexture->bindcode;
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self->m_imgTexture->bindcode = self->m_actTex;
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self->m_orgTex = self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D];
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self->m_imgTexture->bindcode[TEXTARGET_TEXTURE_2D] = self->m_actTex;
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}
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}
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