Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel.
Follow-up to 941e739d70
vertexColor output was not being written --> shader failed to link --> assert hit while setting that shader's uniforms.
Vertex attribs are smooth by default, so I shortened the declaration.
@fclem or @dfelinto: is color = 0 ok here?
-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
We should avoid casting from an int to a flag.
In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.
(also adding explicit parenthesis to a flag check)
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
- Shaded meshes don't have correct tangents or uvs.
- Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
- It only uses the first material slot of the mesh.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
This fix doesn't really fix the situaion now because at the moment we
only flush the evaluated flags at DEG_OBJECT_ITER time, which is silly.
But it's all we can do until we have CoW.
So the parent visibility flag is not flushed. And even if we flushed its
visibility flag, we would need to rely on having the parent flag flushed
before we get to the object in question.
Anyways, take this commit as a future fix for when depsgraph comes to
rescue all our souls.
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
Note: We should test if the armature is the "armature modifier" parent of the
object.
If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature
In the future this will allow us to implement things like face manipulators.
For now however, this is getting on the way of using pose mode
(mesh objects are drawn green).
NOTE: pose engine should also be the one taking care of pose bones
(and for that matter, X-Ray armature option should/could be a property
of the Pose engine even).
Changing states didn't properly reset between shading groups
causing the GL state to be wrong based on draw order.
States are now only set when changed.