Commit: 1f64fa75e1f0bd2c47fc2cc899c94b96da94c04b
Author: Miguel Pozo
Date:   Mon Oct 10 20:40:20 2022 +0200
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB1f64fa75e1f0bd2c47fc2cc899c94b96da94c04b

cleanup

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

M       source/blender/draw/engines/workbench/workbench_engine.cc

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

diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc 
b/source/blender/draw/engines/workbench/workbench_engine.cc
index b9fd98b6a6b..3f3d35aad1b 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -35,7 +35,6 @@ class Instance {
 
   DRWState cull_state;
   DRWState clip_state;
-  bool view_updated; /* TODO(pragma37): move to AntialiasingPass ? */
 
   eContextObjectMode ob_mode;
   eGPUShaderConfig clip_mode;
@@ -54,11 +53,11 @@ class Instance {
     /* TODO(pragma37):
      * Check why Workbench Next exposes OB_MATERIAL, and Workbench exposes 
OB_RENDER */
     bool is_render_mode = !v3d || ELEM(v3d->shading.type, OB_RENDER, 
OB_MATERIAL);
-    // const View3DShading &shading = is_render_mode ? scene->display.shading 
: v3d->shading;
     const View3DShading previous_shading = shading;
     shading = is_render_mode ? scene->display.shading : v3d->shading;
 
     ob_mode = CTX_data_mode_enum_ex(context->object_edit, context->obact, 
context->object_mode);
+    /* TODO(pragma37): Shouldn't clip_state be enough ? */
     clip_mode = context->sh_cfg;
 
     cull_state = shading.flag & V3D_SHADING_BACKFACE_CULLING ? 
DRW_STATE_CULL_BACK :

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