if (U.pixelsize == 0.0f)
U.pixelsize = 1.0f;
+ if (U.image_draw_method == 0)
+ U.image_draw_method = IMAGE_DRAW_METHOD_2DTEXTURE;
+
/* funny name, but it is GE stuff, moves userdef stuff to engine */
// XXX space_set_commmandline_options();
/* this timer uses U */
force_fallback |= ibuf->channels == 1;
/* If user decided not to use GLSL, fallback to glaDrawPixelsAuto */
- force_fallback |= !ELEM(U.image_draw_method,
- IMAGE_DRAW_METHOD_AUTO,
- IMAGE_DRAW_METHOD_GLSL);
+ force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
/* This is actually lots of crap, but currently not sure about
* more clear way to bypass partial buffer update crappyness
else {
bool force_fallback = false;
- force_fallback |= !ELEM(U.image_draw_method, IMAGE_DRAW_METHOD_AUTO, IMAGE_DRAW_METHOD_GLSL);
+ force_fallback |= (U.image_draw_method != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
if (force_fallback) {
} eMultiSample_Type;
typedef enum eImageDrawMethod {
- IMAGE_DRAW_METHOD_AUTO = 0,
+ /* IMAGE_DRAW_METHOD_AUTO = 0, */ /* Currently unused */
IMAGE_DRAW_METHOD_GLSL = 1,
IMAGE_DRAW_METHOD_2DTEXTURE = 2,
IMAGE_DRAW_METHOD_DRAWPIXELS = 3,
#endif
static EnumPropertyItem image_draw_methods[] = {
- {IMAGE_DRAW_METHOD_AUTO, "AUTO", 0, "Auto", "Try to detect best drawing method automatically"},
- {IMAGE_DRAW_METHOD_GLSL, "GLSL", 0, "GLSL", "Use GLSL shaders for display transform and draw image with 2D texture"},
{IMAGE_DRAW_METHOD_2DTEXTURE, "2DTEXTURE", 0, "2D Texture", "Use CPU for display transform and draw image with 2D texture"},
+ {IMAGE_DRAW_METHOD_GLSL, "GLSL", 0, "GLSL", "Use GLSL shaders for display transform and draw image with 2D texture"},
{IMAGE_DRAW_METHOD_DRAWPIXELS, "DRAWPIXELS", 0, "DrawPixels", "Use CPU for display transform and draw image using DrawPixels"},
{0, NULL, 0, NULL, NULL}
};