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Git Commits -> Revision ff72203

Revision ff72203 by Antonis Ryakiotakis (master)
February 17, 2015, 17:11 (GMT)
Compositing works with X-Ray.

Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).

This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!

Commit Details:

Full Hash: ff7220349d32e747c7559809d68de7d835c0c1cd
Parent Commit: a0d7db5
Lines Changed: +135, -5

1 Added Path:

/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl (+14, -0) (View)

6 Modified Paths:

/SConstruct (+1, -0) (Diff)
/source/blender/editors/space_view3d/view3d_draw.c (+16, -4) (Diff)
/source/blender/gpu/CMakeLists.txt (+2, -0) (Diff)
/source/blender/gpu/GPU_compositing.h (+9, -1) (Diff)
/source/blender/gpu/intern/gpu_compositing.c (+89, -0) (Diff)
/source/blender/gpu/intern/gpu_extensions.c (+4, -0) (Diff)
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