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.
This commit is contained in:
Antony Riakiotakis
2014-11-26 19:19:25 +01:00
parent d21e254907
commit 8152a6c66c
2 changed files with 2 additions and 2 deletions

View File

@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);

View File

@@ -2457,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
void node_tex_environment_empty(vec3 co, out vec4 color)
{
color = vec4(0.0);
color = vec4(1.0, 0.0, 1.0, 1.0);
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)