[Bf-blender-cvs] [cd472bc7de] blender2.8: Clay Engine: Fix Grid depth write.
Clément Foucault
noreply at git.blender.org
Wed Feb 15 12:30:35 CET 2017
Commit: cd472bc7de84e59d71bc877a94c9725d40d48c3a
Author: Clément Foucault
Date: Wed Feb 15 02:57:26 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBcd472bc7de84e59d71bc877a94c9725d40d48c3a
Clay Engine: Fix Grid depth write.
===================================================================
M source/blender/draw/intern/draw_view.c
===================================================================
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c
index 9846bd1b0a..ef01a51c19 100644
--- a/source/blender/draw/intern/draw_view.c
+++ b/source/blender/draw/intern/draw_view.c
@@ -333,7 +333,7 @@ drawgrid_cleanup:
#undef GRID_MIN_PX_D
#undef GRID_MIN_PX_F
-static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth)
+static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
{
/* draw only if there is something to draw */
if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) {
@@ -358,9 +358,6 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
UI_GetThemeColor3ubv(TH_GRID, col_grid);
- if (!write_depth)
- glDepthMask(GL_FALSE);
-
if (show_floor) {
const unsigned vertex_ct = 2 * (gridlines * 4 + 2);
const int sublines = v3d->gridsubdiv;
@@ -486,9 +483,6 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr
immEnd();
immUnbindProgram();
}
-
- if (!write_depth)
- glDepthMask(GL_TRUE);
}
}
@@ -527,7 +521,7 @@ void DRW_draw_grid(void)
rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit);
glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */
+ glDepthMask(GL_TRUE);
if (!draw_floor) {
ED_region_pixelspace(ar);
@@ -540,10 +534,8 @@ void DRW_draw_grid(void)
glLoadMatrixf((float *)rv3d->viewmat);
}
else {
- drawfloor(scene, v3d, &grid_unit, false);
+ drawfloor(scene, v3d, &grid_unit);
}
-
- glDisable(GL_DEPTH_TEST);
}
/* ************************* Background ************************** */
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