Do not use mipmapping on envmaps, can cause discontinuities on
environmental mapping when crossing the seam boundary. Also output our favourite magenda on missing texture.
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@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
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GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
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/* calculate full shader for background */
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GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
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GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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@@ -2457,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
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void node_tex_environment_empty(vec3 co, out vec4 color)
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{
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color = vec4(0.0);
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color = vec4(1.0, 0.0, 1.0, 1.0);
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}
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void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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