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Germano Cavalcante b11a463e4f Refactor: Do not keep a copy of depth buffer in RegionView3D
The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,

However, keeping a texture buffer in cache is not a recommended practice.

For displays with high resolution like 8k this represents something
around 132MB.

Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).

This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.

No functional changes.
2021-06-21 16:41:50 -03:00
..
2021-06-18 16:33:02 -05:00
2021-04-26 22:58:35 +10:00
2021-06-20 23:59:07 +10:00
2021-06-19 19:41:44 +10:00
2021-06-16 18:35:52 +01:00