Review-ready version:
http://codereview.appspot.com/5451120/
description:
This patch adds bicubic filtering for the 3D viewport for OpenGL 3.0+ capable
GPUs. For non-capable systems it reverts to normal tap5 filter
All feedback welcome!
___
New version:
http://www.pasteall.org/26482/diff
Applied Brecht's suggestion and placed the glsl lib header one level
higher. I see that the lib source is also appended to the GPUPass
structure. If so wouldn't it make sense to store the new lib code
there(though it seems to work without doing
Latest version:
http://www.pasteall.org/26490
Initialising the library string on blender startup and cleaning up on exit.
___
Bf-committers mailing list
Bf-committers@blender.org
http://lists.blender.org/mailman/listinfo/bf-committers
Hi,
Using the red channel only would not be compatible with existing
files, so I'd prefer not to do that. Uploading a single channel image
seems like the best solution, this could be done by adding a second
GPUTexture pointer to the Image struct, and in the
GPU_texture_from_blender call in
Hi everyone, there has been some work by Morten Mikkelsen for
supporting bicubic filtering for bump maps. I have helped adapting the
code to glsl and the result can be seen here:
old: http://www.pasteall.org/pic/19660
new: http://www.pasteall.org/pic/19659
The patch is here:
It should be mentioned that two variants are 3) are possible.
One is to simply convert the color image to grayscale during uploads to the
gpu.
The other is to actually support single channel image painting in blender
and then only support
the bicubic for such bump maps.
Though I would be thrilled