Seems like GLEW_ARB_texture_float is not defined in core profile on OSX
even if float textures are part of the 3.3 core spec.
So removing uneeded backup cases.
Most other software expects to read indexed vertex colors, so write indices
along with the colors as we already do for UVs.
Differential Revision: https://developer.blender.org/D3704
Previously it was possible to have geometry component to
tag batch for DIRTY_ALL and shading to tag with SHADING_UPDATE.
Now there is a relation between uber eval and shading, which
solves this issue.
The idea of those flags is to avoid evaluation of operations
which are not needed to bring visible objects to an up to date
state.
Previously, dependency graph attempted to do combine those
into an ID level flag. In practice it proved to be rather
tricky, since there could be dependency cycles on ID level
which will not exist on component level.
This allows to force duplicated object to be fully evaluated for
display/draw.
Previously only transform component of duplicated object was
forced to become evaluated.
Need to ensure objects from collection which was built but
is became visible in the new "context" are poked for re-built.
This should be rather cheap, since this only will update
their visibility flag.
Can not rely on visibility flush here, since there is no
relations between collection and its objects.
Previous code would crash on whole lot of accessors in case current item
was not a real dupli instance.
And code was missing access to crucial dupli (world) matrix! Pretty
useless without that.
Also reordered a bit members in here, let's try to keep a bit of logic...
- Add Arc-Inner-Factor, to increase the inner arc radius from 0
(show as a disk).
- When showing an angle value, show the angle-end line thicker
(since thats whats being adjusted).
- Remove offset used by arc drawing which caused aliasing artifacts.
Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT