Refactor: Select Engine: Draw actual indices instead of 'Original Indices' #119977

Merged
Germano Cavalcante merged 6 commits from mano-wii/blender:draw_select_id_cleanup into main 2024-04-16 14:58:12 +02:00

6 Commits

Author SHA1 Message Date
Germano Cavalcante 70f2891190 Silence warnings | BLI_assert_unreachable
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2024-04-15 17:43:56 -03:00
Germano Cavalcante dfdd417612 Merge remote-tracking branch 'origin/main' into draw_select_id_cleanup 2024-04-15 17:25:30 -03:00
Germano Cavalcante b327abce76 Fix sculpted mesh being force generated | Avoid const bool | Split functions | Use static_cast 2024-04-15 12:12:25 -03:00
Germano Cavalcante 051755ff6d Remove the new params 'use_orig_index' for the mesh iterators | keep the change in the DRW manager 2024-04-15 10:55:24 -03:00
Germano Cavalcante 7cb5af848c Merge branch 'main' into draw_select_id_cleanup 2024-04-15 08:29:24 -03:00
Germano Cavalcante f7d2a77871 Cleanup: Select Engine: Draw actual indices instead of 'Original Index'
The selection engine renders a uint texture with the selectable mesh indices.

When these meshes have modifiers, the original index is used for the texture.

However this does not seem to be necessary. The real mesh indexes can be used in the texture and, only at the end, the original index can be retrieved on the CPU itself.

Advantages of this approach:
- Optimizes the code to generate selection buffers.
- Makes the select id texture more informative as it identifies the real elements instead of the original ones.
2024-03-27 14:55:23 -03:00