Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Move the weight paint drawing to the fragment shader. The shader
uses a texture that uses the U.coba_weight custom color band, or
an internal color band.
In addition to actual weights, the shader has to display two
alert colors: missing vertex group, and zero weight. The zero
weight alert has to be blended with regular weight colors,
so that a single alert vertex surrounded by weighted ones is
still visible.
Reviewers: campbellbarton, fclem
Differential Revision: https://developer.blender.org/D3675
This adds existing behavior from calc_weightpaint_vert_array
that was missing from the new rendering code:
- No selected Vertex Group displays as a solid pink color.
- Zero weight displays as alert color depending on Options.
- Multipaint mode correctly displays collective weight.
In order to properly implement this variety, a data structure
holding all relevant parameters is introduced.
Reviewers: fclem, campbellbarton
Subscribers: jbakker
Differential Revision: https://developer.blender.org/D3722
When meshes has no uv layer, but has a texture assigned there was a uv
layer allocated which was corrupt. When no uv layer is available now
there won't be a vbo created. This might impact performance as the draw
cache does not cache this result.
This make the limited wireframe not a performance problem anymore.
However, this does change the number of edges displayed as the threshold
is now computed per vertex instead of per edges.
For this reason we extended (internaly) the range of the slider so that the
users can hide more edge.
Only OB_MESH is supported for now.
Creates a simple index buffer with negative indices if the edges is not a
real edge.
Also create the buffer texture representation of this buffer along with the
pos_in_order buffer texture.