forked from bartvdbraak/blender
d35d0e38ce
This is the last commit of the sculpt masking merge. Documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks Thanks to Brecht for reviewing! * For VBO, add color to the VertexBufferFormat structure as three unsigned bytes. Since mask elements are scalar the three color components are identical to eachother, but the fixed-function OpenGL pipeline requires colors to be either three or four components. * For the same reason, multires VBO drawing now copies into the VertexBufferFormat format as well. * Regression: material colors will not show up correctly now, masks colors are overriding. Not sure how to fix this nicely (would be much easier to fix if drawing with vertex shaders.) * Also, masks will only draw PBVH drawing, so only 'solid' drawing will work correctly with masks. |
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