forked from bartvdbraak/blender
Orange bug: forgot to restore inverse matrix calculus for OpengGL render
in a window... didn't know what it was for, but now I do! It uses the inverse to do pre-clipping on objects.
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26b718654d
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9a20e5466c
@ -216,7 +216,7 @@ static int node_buts_rgb(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *bu
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{
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if(block) {
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bNodeSocket *sock= node->outputs.first; /* first socket stores value */
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if(sock) {
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/* enforce square box drawing */
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uiBlockSetEmboss(block, UI_EMBOSSP);
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@ -233,6 +233,7 @@ static int node_buts_rgb(uiBlock *block, bNodeTree *ntree, bNode *node, rctf *bu
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uiBlockSetEmboss(block, UI_EMBOSS);
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}
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}
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return 30 + (int)(node->width-NODE_DY);
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}
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@ -2389,6 +2389,7 @@ void drawview3d_render(struct View3D *v3d, int winx, int winy)
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{
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Base *base;
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Scene *setscene;
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float winmat[4][4];
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update_for_newframe_muted(); /* first, since camera can be animated */
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@ -2396,9 +2397,12 @@ void drawview3d_render(struct View3D *v3d, int winx, int winy)
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setviewmatrixview3d();
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myloadmatrix(v3d->viewmat);
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// Mat4MulMat4(v3d->persmat, v3d->viewmat, winmat);
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// Mat4Invert(v3d->persinv, v3d->persmat);
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// Mat4Invert(v3d->viewinv, v3d->viewmat);
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glMatrixMode(GL_PROJECTION);
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mygetmatrix(winmat);
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glMatrixMode(GL_MODELVIEW);
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Mat4MulMat4(v3d->persmat, v3d->viewmat, winmat);
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Mat4Invert(v3d->persinv, v3d->persmat);
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Mat4Invert(v3d->viewinv, v3d->viewmat);
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free_all_realtime_images();
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reshadeall_displist();
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@ -1129,7 +1129,7 @@ static void node_add_menu(SpaceNode *snode)
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}
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else if(snode->treetype==NTREE_COMPOSIT) {
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/* compo menu, still hardcoded defines... solve */
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event= pupmenu("Add Node%t|Output%x201|Render Result %x221|Image %x220|RGB Curves%x209|AlphaOver %x210|Blur %x211|Filter %x212|Value %x203|Color %x202|Mix %x204|ColorRamp %x205|Color to BW %x206|Normal %x207");
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event= pupmenu("Add Node%t|Output%x201|Render Output%x202|Render Result %x221|Image %x220|RGB Curves%x209|AlphaOver %x210|Blur %x211|Filter %x212|Value %x203|Color %x202|Mix %x204|ColorRamp %x205|Color to BW %x206|Normal %x207");
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if(event<1) return;
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}
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else return;
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@ -1051,6 +1051,7 @@ void BIF_do_ogl_render(View3D *v3d, int anim)
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if(anim) {
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bMovieHandle *mh= BKE_get_movie_handle(G.scene->r.imtype);
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int cfrao= CFRA;
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mh->start_movie(&G.scene->r, winx, winy);
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@ -1063,6 +1064,7 @@ void BIF_do_ogl_render(View3D *v3d, int anim)
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if(test_break()) break;
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}
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mh->end_movie();
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CFRA= cfrao;
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}
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else {
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drawview3d_render(v3d, winx, winy);
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