Blender Git Commit Log
Git Commits -> Revision dd42768
Revision dd42768 by Clément Foucault (tmp-drw-callbatching) August 17, 2019, 12:48 (GMT) |
DRW: Add builtin uniform to get full DRWResourceHandle from shader This solves the issue with loosing outline around meshes that have the same ID. Now it needs to have 16K objects in the scene for that to happen. |
Commit Details:
Full Hash: dd4276844ee01f97f0be47d60e324671089d75e4
Parent Commit: 7e7c9d4
Lines Changed: +31, -31
7 Modified Paths:
/source/blender/draw/intern/draw_manager.h (+1, -1) (Diff)
/source/blender/draw/intern/draw_manager_data.c (+4, -3) (Diff)
/source/blender/draw/intern/draw_manager_exec.c (+17, -18) (Diff)
/source/blender/draw/modes/shaders/common_view_lib.glsl (+4, -0) (Diff)
/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl (+1, -5) (Diff)
/source/blender/gpu/GPU_shader_interface.h (+3, -3) (Diff)
/source/blender/gpu/intern/gpu_shader_interface.c (+1, -1) (Diff)
/source/blender/draw/intern/draw_manager_data.c (+4, -3) (Diff)
/source/blender/draw/intern/draw_manager_exec.c (+17, -18) (Diff)
/source/blender/draw/modes/shaders/common_view_lib.glsl (+4, -0) (Diff)
/source/blender/draw/modes/shaders/object_outline_prepass_vert.glsl (+1, -5) (Diff)
/source/blender/gpu/GPU_shader_interface.h (+3, -3) (Diff)
/source/blender/gpu/intern/gpu_shader_interface.c (+1, -1) (Diff)