Step one in migrating to use glArray calls in Blender

- Curve/Nurbs/Font/MBall now all draw arrays.
- had to flip abgr to rgba in shaded drawing
- Mesh drawing can't be easily done; the indices for faces are not in
  in one chunk. Also need a way to gether trias/quads, per material.

Speedup results are mixed. Something between 2-4 times. Especially for
text it seems to help.
This commit is contained in:
2006-11-20 21:25:02 +00:00
parent 208e69abab
commit c57d5bca73
8 changed files with 195 additions and 340 deletions

View File

@@ -85,28 +85,18 @@ struct Material;
struct Bone;
struct Mesh;
/*
* All the different DispList.type's use the
* data in the displist structure in fairly
* different ways which can be rather confusing,
* the best thing to do would be to make a structure
* for each displaylist type that has the fields
* needed w/ proper names, and then make the actual
* DispList structure a typed union.
* - zr
*/
/* needs splitting! */
/* used for curves, nurbs, mball, importing */
typedef struct DispList {
struct DispList *next, *prev;
short type, flag;
int parts, nr;
short col, rt; /* rt wordt gebruikt door initrenderNurbs */
short col, rt; /* rt used by initrenderNurbs */
float *verts, *nors;
int *index;
unsigned int *col1, *col2;
int charidx;
int pad;
int totindex; /* indexed array drawing surfaces */
unsigned int *bevelSplitFlag;
} DispList;

View File

@@ -343,26 +343,26 @@ static void cdDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned cha
glBegin(glmode = new_glmode);
}
glColor3ub(cp1[3], cp1[2], cp1[1]);
glColor3ub(cp1[0], cp1[1], cp1[2]);
glVertex3fv(mvert[mface->v1].co);
glColor3ub(cp1[7], cp1[6], cp1[5]);
glColor3ub(cp1[4], cp1[5], cp1[6]);
glVertex3fv(mvert[mface->v2].co);
glColor3ub(cp1[11], cp1[10], cp1[9]);
glColor3ub(cp1[8], cp1[9], cp1[10]);
glVertex3fv(mvert[mface->v3].co);
if(mface->v4) {
glColor3ub(cp1[15], cp1[14], cp1[13]);
glColor3ub(cp1[12], cp1[13], cp1[14]);
glVertex3fv(mvert[mface->v4].co);
}
if(useTwoSided) {
glColor3ub(cp2[11], cp2[10], cp2[9]);
glColor3ub(cp2[8], cp2[9], cp2[10]);
glVertex3fv(mvert[mface->v3].co );
glColor3ub(cp2[7], cp2[6], cp2[5]);
glColor3ub(cp2[4], cp2[5], cp2[6]);
glVertex3fv(mvert[mface->v2].co );
glColor3ub(cp2[3], cp2[2], cp2[1]);
glColor3ub(cp2[0], cp2[1], cp2[2]);
glVertex3fv(mvert[mface->v1].co );
if(mface->v4) {
glColor3ub(cp2[15], cp2[14], cp2[13]);
glColor3ub(cp2[12], cp2[13], cp2[14]);
glVertex3fv(mvert[mface->v4].co );
}
}

View File

@@ -196,14 +196,14 @@ void addnormalsDispList(Object *ob, ListBase *lb)
while(dl) {
if(dl->type==DL_INDEX3) {
if(dl->nors==0) {
if(dl->nors==NULL) {
dl->nors= MEM_callocN(sizeof(float)*3, "dlnors");
if(dl->verts[2]<0.0) dl->nors[2]= -1.0;
else dl->nors[2]= 1.0;
}
}
else if(dl->type==DL_SURF) {
if(dl->nors==0) {
if(dl->nors==NULL) {
dl->nors= MEM_callocN(sizeof(float)*3*dl->nr*dl->parts, "dlnors");
vdata= dl->verts;
@@ -276,7 +276,7 @@ void count_displist(ListBase *lb, int *totvert, int *totface)
}
/* ***************************** shade displist ******************** */
/* ***************************** shade displist. note colors now are in rgb(a) order ******************** */
/* create default shade input... save cpu cycles with ugly global */
static ShadeInput shi;
@@ -369,11 +369,11 @@ static void fastshade(float *co, float *nor, float *orco, float *uv, Material *m
VECADD(shr.combined, shr.diff, shr.spec);
a= 256.0f*(shr.combined[0]);
col1[3]= CLAMPIS(a, 0, 255);
col1[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
col1[2]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col1[1]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col1[2]= CLAMPIS(a, 0, 255);
if(col2) {
shi.vn[0]= -shi.vn[0];
@@ -386,11 +386,11 @@ static void fastshade(float *co, float *nor, float *orco, float *uv, Material *m
VECADD(shr.combined, shr.diff, shr.spec);
a= 256.0f*(shr.combined[0]);
col2[3]= CLAMPIS(a, 0, 255);
col2[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
col2[2]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col2[1]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[2]);
col2[2]= CLAMPIS(a, 0, 255);
}
}
@@ -558,8 +558,17 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
void shadeMeshMCol(Object *ob, Mesh *me)
{
int a;
char *cp;
Render *re= fastshade_get_render();
mesh_create_shadedColors(re, ob, 1, (unsigned int **)&me->mcol, NULL);
/* swap bytes */
for(cp= (char *)me->mcol, a= 4*me->totface; a>0; a--, cp+=4) {
SWAP(char, cp[0], cp[3]);
SWAP(char, cp[1], cp[2]);
}
}
/* has base pointer, to check for layer */
@@ -1226,6 +1235,35 @@ void curve_calc_modifiers_post(Object *ob, ListBase *nurb, ListBase *dispbase, i
}
}
static void displist_surf_indices(DispList *dl)
{
int a, b, p1, p2, p3, p4;
int *index;
dl->totindex= 0;
index=dl->index= MEM_mallocN( 4*sizeof(int)*(dl->parts+1)*(dl->nr+1), "index array nurbs");
for(a=0; a<dl->parts; a++) {
DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
for(; b<dl->nr; b++, index+=4) {
index[0]= p1;
index[1]= p2;
index[2]= p4;
index[3]= p3;
dl->totindex++;
p2= p1; p1++;
p4= p3; p3++;
}
}
}
void makeDispListSurf(Object *ob, ListBase *dispbase, int forRender)
{
ListBase *nubase;
@@ -1288,6 +1326,9 @@ void makeDispListSurf(Object *ob, ListBase *dispbase, int forRender)
if(nu->flagu & CU_CYCLIC) dl->flag|= DL_CYCL_V;
makeNurbfaces(nu, data, 0);
/* gl array drawing: using indices */
displist_surf_indices(dl);
}
}
}
@@ -1440,6 +1481,9 @@ void makeDispListCurveTypes(Object *ob, int forOrco)
}
}
}
/* gl array drawing: using indices */
displist_surf_indices(dl);
}
}

View File

@@ -571,7 +571,7 @@ float metaball(float x, float y, float z)
/* ******************************************** */
int *indices=0;
int *indices=NULL;
int totindex, curindex;
@@ -593,24 +593,14 @@ void accum_mballfaces(int i1, int i2, int i3, int i4)
cur= indices+4*curindex;
/* prevent zero codes for faces indices */
if(i3==0) {
if(i4) {
i3= i4;
i4= i1;
i1= i2;
i2= 0;
}
else {
i3= i2;
i2= i1;
i1= 0;
}
}
/* diplists now support array drawing, we treat trias as fake quad */
cur[0]= i1;
cur[1]= i2;
cur[2]= i3;
if(i4==0)
cur[3]= i3;
else
cur[3]= i4;
curindex++;

View File

@@ -1599,7 +1599,7 @@ static void init_render_mball(Render *re, Object *ob)
vlr->lay= ob->lay;
/* mball -too bad- always has triangles, because quads can be non-planar */
if(index[3]) {
if(index[3] && index[3]!=index[2]) {
vlr1= RE_findOrAddVlak(re, re->totvlak++);
*vlr1= *vlr;
vlr1->v2= vlr1->v3;

View File

@@ -90,6 +90,7 @@
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_anim.h" //for the where_on_path function
#ifdef WITH_VERSE
@@ -2122,12 +2123,7 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
/* I need advise on this from Daniel... without this code it does it nicer */
// if (G.f & (G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT)) {
// baseDM->drawEdges(baseDM, dt==OB_WIRE);
// } else {
dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
// }
if (dt!=OB_WIRE) {
glDepthMask(1);
@@ -2198,11 +2194,14 @@ static int index3_nors_incr= 1;
static int drawDispListwire(ListBase *dlbase)
{
DispList *dl;
int parts, nr, ofs, *index;
int parts, nr;
float *data;
if(dlbase==NULL) return 1;
glDisableClientState(GL_NORMAL_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for(dl= dlbase->first; dl; dl= dl->next) {
if(dl->parts==0 || dl->nr==0)
continue;
@@ -2211,47 +2210,38 @@ static int drawDispListwire(ListBase *dlbase)
switch(dl->type) {
case DL_SEGM:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_STRIP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
break;
case DL_POLY:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_LOOP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
break;
case DL_SURF:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
if(dl->flag & DL_CYCL_U) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
while(nr--) {
glVertex3fv(data);
data+=3;
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++) {
if(dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
}
glEnd();
}
ofs= 3*dl->nr;
nr= dl->nr;
while(nr--) {
for(nr=0; nr<dl->nr; nr++) {
int ofs= 3*dl->nr;
data= ( dl->verts )+3*nr;
parts= dl->parts;
if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
@@ -2260,54 +2250,43 @@ static int drawDispListwire(ListBase *dlbase)
data+=ofs;
}
glEnd();
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
// if(dl->flag & DL_CYCL_V)
// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
// else
// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
}
break;
case DL_INDEX3:
if(draw_index_wire) {
parts= dl->parts;
data= dl->verts;
index= dl->index;
while(parts--) {
glBegin(GL_LINE_LOOP);
glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
if(draw_index_wire) {
parts= dl->parts;
data= dl->verts;
index= dl->index;
while(parts--) {
glBegin(GL_LINE_LOOP);
glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
if(index[3]) glVertex3fv(data+3*index[3]);
glEnd();
index+= 4;
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
}
}
glEnableClientState(GL_NORMAL_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return 0;
}
static void drawDispListsolid(ListBase *lb, Object *ob)
{
DispList *dl;
int nr, parts, ofs, p1, p2, p3, p4, a, b, *index;
float *data, *v1, *v2, *v3, *v4, curcol[4];
float *ndata, *n1, *n2, *n3, *n4;
float *data, curcol[4];
float *ndata;
if(lb==NULL) return;
@@ -2333,16 +2312,10 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
if(ob->type==OB_SURF) {
glDisable(GL_LIGHTING);
glColor3fv(curcol);
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_STRIP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
glEnable(GL_LIGHTING);
}
break;
@@ -2350,123 +2323,56 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
if(ob->type==OB_SURF) {
BIF_ThemeColor(TH_WIRE);
glDisable(GL_LIGHTING);
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_LOOP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
glEnable(GL_LIGHTING);
break;
}
case DL_SURF:
if(dl->index) {
set_gl_material(dl->col+1);
if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
for(a=0; a<dl->parts; a++) {
DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
v1= data+ 3*p1;
v2= data+ 3*p2;
v3= data+ 3*p3;
v4= data+ 3*p4;
n1= ndata+ 3*p1;
n2= ndata+ 3*p2;
n3= ndata+ 3*p3;
n4= ndata+ 3*p4;
glBegin(GL_QUAD_STRIP);
glNormal3fv(n2); glVertex3fv(v2);
glNormal3fv(n4); glVertex3fv(v4);
for(; b<dl->nr; b++) {
glNormal3fv(n1); glVertex3fv(v1);
glNormal3fv(n3); glVertex3fv(v3);
v2= v1; v1+= 3;
v4= v3; v3+= 3;
n2= n1; n1+= 3;
n4= n3; n3+= 3;
}
glEnd();
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX3:
parts= dl->parts;
data= dl->verts;
ndata= dl->nors;
index= dl->index;
set_gl_material(dl->col+1);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* voor polys only one normal needed */
if(index3_nors_incr==0) {
while(parts--) {
glBegin(GL_TRIANGLES);
glDisableClientState(GL_NORMAL_ARRAY);
glNormal3fv(ndata);
glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
}
else {
while(parts--) {
else
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
if(index3_nors_incr==0)
glEnableClientState(GL_NORMAL_ARRAY);
glBegin(GL_TRIANGLES);
ofs= 3*index[0];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[1];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[2];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
glEnd();
index+= 3;
}
}
break;
case DL_INDEX4:
parts= dl->parts;
data= dl->verts;
ndata= dl->nors;
index= dl->index;
set_gl_material(dl->col+1);
while(parts--) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
ofs= 3*index[0];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[1];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[2];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
if(index[3]) {
ofs= 3*index[3];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
}
glEnd();
index+= 4;
}
break;
}
dl= dl->next;
@@ -2480,124 +2386,52 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
static void drawDispListshaded(ListBase *lb, Object *ob)
{
DispList *dl, *dlob;
int parts, p1, p2, p3, p4, a, b, *index;
float *data, *v1, *v2, *v3, *v4;
unsigned int *cdata, *c1, *c2, *c3, *c4;
char *cp;
unsigned int *cdata;
if(lb==0) return;
if(lb==NULL) return;
glShadeModel(GL_SMOOTH);
glDisableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
dl= lb->first;
dlob= ob->disp.first;
while(dl && dlob) {
cdata= dlob->col1;
data= dl->verts;
if(cdata==0) break;
if(cdata==NULL) break;
switch(dl->type) {
case DL_SURF:
for(a=0; a<dl->parts; a++) {
DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
v1= data+ 3*p1;
v2= data+ 3*p2;
v3= data+ 3*p3;
v4= data+ 3*p4;
c1= cdata+ p1;
c2= cdata+ p2;
c3= cdata+ p3;
c4= cdata+ p4;
for(; b<dl->nr; b++) {
glBegin(GL_QUADS);
cp= (char *)c1;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v1);
cp= (char *)c2;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v2);
cp= (char *)c4;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v4);
cp= (char *)c3;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v3);
glEnd();
v2= v1; v1+= 3;
v4= v3; v3+= 3;
c2= c1; c1++;
c4= c3; c3++;
}
if(dl->index) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX3:
parts= dl->parts;
index= dl->index;
while(parts--) {
glBegin(GL_TRIANGLES);
cp= (char *)(cdata+index[0]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[0]);
cp= (char *)(cdata+index[1]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[1]);
cp= (char *)(cdata+index[2]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
case DL_INDEX4:
parts= dl->parts;
index= dl->index;
while(parts--) {
glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
cp= (char *)(cdata+index[0]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[0]);
cp= (char *)(cdata+index[1]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[1]);
cp= (char *)(cdata+index[2]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[2]);
if(index[3]) {
cp= (char *)(cdata+index[3]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[3]);
}
glEnd();
index+= 4;
}
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
}
dl= dl->next;
dlob= dlob->next;
}
glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
/* returns 1 when nothing was drawn */
@@ -2744,7 +2578,9 @@ static void draw_particle_system(Base *base, PartEff *paf)
ctime= bsystem_time(ob, 0, (float)(G.scene->r.cfra), ptime);
glPointSize(1.0);
if(paf->stype!=PAF_VECT) glBegin(GL_POINTS);
if(paf->stype==PAF_VECT) glBegin(GL_LINES);
else glBegin(GL_POINTS);
totpart= (paf->disp*paf->totpart)/100;
for(a=0; a<totpart; a++, pa+=paf->totkey) {
@@ -2756,23 +2592,18 @@ static void draw_particle_system(Base *base, PartEff *paf)
where_is_particle(paf, pa, ctime, vec);
where_is_particle(paf, pa, ctime+1.0, vec1);
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
glVertex3fv(vec1);
glEnd();
}
else {
where_is_particle(paf, pa, ctime, vec);
glVertex3fv(vec);
}
}
}
}
if(paf->stype!=PAF_VECT) glEnd();
glEnd();
myloadmatrix(G.vd->viewmat);
mymultmatrix(ob->obmat); // bring back local matrix for dtx
@@ -2863,6 +2694,9 @@ static void tekenhandlesN(Nurb *nu, short sel)
int a;
if(nu->hide) return;
glBegin(GL_LINES);
if( (nu->type & 7)==1) {
if(sel) col= nurbcol+4;
else col= nurbcol;
@@ -2873,41 +2707,34 @@ static void tekenhandlesN(Nurb *nu, short sel)
if(bezt->hide==0) {
if( (bezt->f2 & 1)==sel) {
fp= bezt->vec[0];
cpack(col[bezt->h1]);
glBegin(GL_LINE_STRIP);
cpack(col[bezt->h1]);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
cpack(col[bezt->h2]);
glBegin(GL_LINE_STRIP);
cpack(col[bezt->h2]);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
glEnd();
}
else if( (bezt->f1 & 1)==sel) {
fp= bezt->vec[0];
cpack(col[bezt->h1]);
glBegin(GL_LINE_STRIP);
cpack(col[bezt->h1]);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
}
else if( (bezt->f3 & 1)==sel) {
fp= bezt->vec[1];
cpack(col[bezt->h2]);
glBegin(GL_LINE_STRIP);
cpack(col[bezt->h2]);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
}
}
bezt++;
}
}
glEnd();
}
static void tekenvertsN(Nurb *nu, short sel)
@@ -2970,15 +2797,13 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for(a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
if(nu->flagu & 1) glEnd();
else glEnd();
glEnd();
}
break;
case CU_NURBS:
@@ -3715,7 +3540,9 @@ static void drawSolidSelect(Base *base)
if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (displist_has_faces(&cu->disp) && boundbox_clip(ob->obmat, cu->bb)) {
draw_index_wire= 0;
drawDispListwire(&cu->disp);
draw_index_wire= 1;
}
} else if (ob->type==OB_MBALL) {
if((base->flag & OB_FROMDUPLI)==0)

View File

@@ -277,6 +277,10 @@ void init_gl_stuff(void)
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
/* default on, disable/enable should be local per function */
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);

View File

@@ -245,7 +245,7 @@ void make_vertexcol(int shade) /* single ob */
if(shade)
shadeMeshMCol(ob, me);
else
memset(me->mcol, 255, sizeof(MCol)*me->totface);
memset(me->mcol, 0, 4*sizeof(MCol)*me->totface);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);