This was introduced by a removed line in
rB0eb32ab22809d9c0c41bfff5082f58b1a7aa9965
If we want to change the value to a differen default, it should be done
in a separated commit.
-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.
We can now use object and other modes on top of Cycles.
Since we are now always on "render_to_view" (old Rendered mode), the
pause button is always visible.
- use DRW_engine prefix for engine types.
- use engine suffix for files that define a draw engine.
- remove engines from include path (they're only referenced once)