[Bf-blender-cvs] [8152a6c] master: Do not use mipmapping on envmaps, can cause discontinuities on environmental mapping when crossing the seam boundary.

Antony Riakiotakis noreply at git.blender.org
Wed Nov 26 19:19:38 CET 2014


Commit: 8152a6c66cabb929e3b18becce1da60ad5f646aa
Author: Antony Riakiotakis
Date:   Wed Nov 26 19:19:25 2014 +0100
Branches: master
https://developer.blender.org/rB8152a6c66cabb929e3b18becce1da60ad5f646aa

Do not use mipmapping on envmaps, can cause discontinuities on
environmental mapping when crossing the seam boundary.

Also output our favourite magenda on missing texture.

===================================================================

M	source/blender/editors/space_view3d/view3d_draw.c
M	source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 26ce64f..bc5ef14 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
 			GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
 			
 			/* calculate full shader for background */
-			GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+			GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
 			
 			glEnable(GL_DEPTH_TEST);
 			glDepthFunc(GL_ALWAYS);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c463fb2..b68a1ee 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2457,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
 
 void node_tex_environment_empty(vec3 co, out vec4 color)
 {
-	color = vec4(0.0);
+	color = vec4(1.0, 0.0, 1.0, 1.0);
 }
 
 void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)




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