The wrong transformation was used. Add a new matrix specially for this case.
This also fix the Node texture coordinate that was suffering the same issue.
Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).
Now Orco is now computed on CPU but only if a modifier stack is present.
Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
Objects that internally uses DispList do not cast shadow in the workbench.
Their outline is also not visible in object mode. The reason for this is
that edge detection was not implemented for Display Lists. This patch will
implement the edge detection.
Reviewed By: fclem
Maniphest Tasks: T62479
Differential Revision: https://developer.blender.org/D4605
The root point of a bone is now always drawn unless it is connected to an other bone.
Reviewed By: Clément Foucault
Differential Revision: http://developer.blender.org/D4194
Some draw code did not respect Show Overlays option. These were:
* All mode based drawing engines (edit mode)
* Wireframe drawing
This change make them respect the Show Overlays Option.
Reviewed By: fclem, billreynish
Maniphest Tasks: T62774
Differential Revision: https://developer.blender.org/D4572
Stencil mask drawing was not implemented yet. This commit will implement this for texture painting.
It brings the state back to how it was for B279.
Reviewed By: fclem
Maniphest Tasks: T58727
Differential Revision: https://developer.blender.org/D4570
Basically the framebuffer size was different from the glViewport size.
This made the depth read in glReadPixel not corresponding to the center of the pixel.
Another thing that reduced precision compared to blender 2.79 is the `GPU_matrix_unproject` that now computes using `float`s instead of `double`s.
But this may be for another commit.
Finding visible connected elements is often a direct lookup
when they're not connected to hidden geometry.
Add inline wrappers that avoid a function call,
gives minor speedup creating GPU edit-mesh data.
Was due to incorrect output size. Use engine->resolution_x/y instead of
computing the size on the fly from the scene specific settings (which are
not overwritten by the rendering scene).