The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
When the number of triangles in a node became zero, the wireframe batch was
not freed along with the triangles batch and could still reference a freed
vertex buffer.
Ref T76858
Also put glDisable(GL_DITHER) in it since we don't even use it (but is
enabled by default).
Also leave GL_MULTISAMPLE on by default since it has no impact on non-MSAA
framebuffers.
Caused by rB5593efec01c2.
Use first texture if we dont have an ImageUser (instead of multiview
one). Same fix as in rB9ace7e243978 / T74925.
Maniphest Tasks: T76755
Differential Revision: https://developer.blender.org/D7743
This removes the smooth shading rendering from the face set overlay when
smooth shading is enabled.
Reviewed By: jbakker
Maniphest Tasks: T74906, T74622, T75331, T76530
Differential Revision: https://developer.blender.org/D7105
The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
We set the default buffer size for strict buffers to 0. This increased
the performance on intel but reduced the performance on old AMD cards.
This patch sets back the default buffer size for strict buffers. After
testing I didn't detect a slow-down anymore.
Note that today new firmwares were pushed to the device what might fix
some issues.
This fixes a freeze when closing temporary windows with `AMD Radeon HD 7570M`
The performance is practically the same between calls (with a micro advantage for `GL_STATIC_DRAW`)
I couldn't check the difference in memory usage.
The ideal would be profile in different setups.
But due to the seriousness of the bug, these tests were postponed.
Depth texture copy using glCopyTexSubImage2D is undefined behavior since
you cannot bind GL_DEPTH_ATTACHMENT to glReadBuffer.
Using glBlitFramebuffer as a fallback.
This new shader is able to emulate smooth wide lines drawing using a
geometry shader.
This shader needs viewportSize and lineWidth uniforms to be set.
There is multiple variants to replace the usage of wide lines for most
shaders.
This patch only fix the gizmo_types files and the navigation gizmo.
Other areas could be fixed afterward, I just limited the patch size.
Fix T57570.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D7487
This allow to copy entire texture in a faster way than using framebuffer
blitting.
This uses ARB_copy_image extension if available and fallback to
glCopyTexSubImage2D for older gl version.
Both method should be as fast if not faster than the framebuffer blitting.
These values were hardcoded before Face Sets were enabled for Multires,
so enable the show_face_sets checks now.
Reviewed By: jbakker
Maniphest Tasks: T75329
Differential Revision: https://developer.blender.org/D7444