[Bf-blender-cvs] [195d0fbae37] master: Fixup for multi-view single eye viewport issues
Dalai Felinto
noreply at git.blender.org
Wed May 10 13:15:12 CEST 2017
Commit: 195d0fbae373c5fa4dd18245d830542c095da1e0
Author: Dalai Felinto
Date: Wed May 10 13:13:55 2017 +0200
Branches: master
https://developer.blender.org/rB195d0fbae373c5fa4dd18245d830542c095da1e0
Fixup for multi-view single eye viewport issues
In d2f1f80a6fa I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
===================================================================
M source/blender/editors/include/ED_view3d.h
M source/blender/editors/space_view3d/view3d_draw.c
===================================================================
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 74041de019b..bd0dd72bf70 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -356,7 +356,9 @@ void ED_view3d_draw_offscreen(
float winmat[4][4], bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
struct GPUFX *fx, struct GPUFXSettings *fx_settings,
struct GPUOffScreen *ofs);
-void ED_view3d_draw_setup_view(struct wmWindow *win, struct Scene *scene, struct ARegion *ar, struct View3D *v3d);
+void ED_view3d_draw_setup_view(
+ struct wmWindow *win, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
+ float viewmat[4][4], float winmat[4][4]);
struct ImBuf *ED_view3d_draw_offscreen_imbuf(
struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey,
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 05f18a6771f..cd2a6fe0feb 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2370,9 +2370,10 @@ float view3d_depth_near(ViewDepths *d)
void ED_view3d_draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d)
{
short zbuf = v3d->zbuf;
+ RegionView3D *rv3d = ar->regiondata;
/* Setup view matrix. */
- ED_view3d_draw_setup_view(NULL, scene, ar, v3d);
+ ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->winmat, rv3d->viewmat);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -2483,7 +2484,7 @@ void ED_view3d_draw_depth(Scene *scene, ARegion *ar, View3D *v3d, bool alphaover
U.obcenter_dia = 0;
/* Setup view matrix. */
- ED_view3d_draw_setup_view(NULL, scene, ar, v3d);
+ ED_view3d_draw_setup_view(NULL, scene, ar, v3d, rv3d->viewmat, rv3d->winmat);
glClear(GL_DEPTH_BUFFER_BIT);
@@ -3254,7 +3255,7 @@ void ED_view3d_draw_offscreen(
/**
* Set the correct matrices
*/
-void ED_view3d_draw_setup_view(wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d)
+void ED_view3d_draw_setup_view(wmWindow *win, Scene *scene, ARegion *ar, View3D *v3d, float viewmat[4][4], float winmat[4][4])
{
RegionView3D *rv3d = ar->regiondata;
@@ -3263,7 +3264,7 @@ void ED_view3d_draw_setup_view(wmWindow *win, Scene *scene, ARegion *ar, View3D
view3d_stereo3d_setup(scene, v3d, ar);
}
else {
- view3d_main_region_setup_view(scene, v3d, ar, NULL, NULL);
+ view3d_main_region_setup_view(scene, v3d, ar, viewmat, winmat);
}
}
@@ -3845,7 +3846,7 @@ static void view3d_main_region_draw_objects(const bContext *C, Scene *scene, Vie
}
/* Setup the view matrix. */
- ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d);
+ ED_view3d_draw_setup_view(CTX_wm_window(C), scene, ar, v3d, NULL, NULL);
rv3d->rflag &= ~RV3D_IS_GAME_ENGINE;
#ifdef WITH_GAMEENGINE
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