April 10, 2015, 23:16 (GMT) |
Fix crashes on undo when workflow has a nodetree. Still getting memory leaks on exit, they likely occur because main is owner of nodetree but we should give it to workflow instead. |
April 10, 2015, 21:34 (GMT) |
Workflow shader fixes: * ID type for GPUWorkflow shaders gets refined correctly * GPUWorkflow correctly linked to spaceview3d when loading file * Correct Icons in Node editor * Creating a node tree works (but it's empty) |
April 10, 2015, 15:50 (GMT) |
WIP new node type for workflow shaders |
April 10, 2015, 14:38 (GMT) |
Workflow shader data Hook the struct to more places. Now there is a button to choose a workflow instead of a draw type in the new viewport (still needs to be somehow sorted according to object mode) |
April 10, 2015, 13:00 (GMT) |
Add workflow shader ID to the system Only struct definitions here. Workflow is also set per 3d region. (We should be able to get a workflow per region just like current textured, solid etc modes can be set per 3D region) |
April 10, 2015, 12:26 (GMT) |
Add compositing and proper back drawing back to new viewport. |
April 10, 2015, 02:24 (GMT) |
draw grid floor with GPUx API Single draw call for the default case (grid floor with X and Y axes). Z axis needs a second draw call because it uses 3D coordinates. |
April 10, 2015, 02:13 (GMT) |
add vec2f convenience function to GPUx |
April 10, 2015, 01:33 (GMT) |
improve grid floor drawing function Maintain visual hierarchy of the grid: - emphasized lines draw atop normal lines - axes draw atop all lines (same as before) Draw axes only once, not twice. Return early if nothing to draw. |
April 9, 2015, 07:54 (GMT) |
state tracking API - reorder function args in order of importance. Doing this early, before it�??s used in more places. |
April 9, 2015, 07:30 (GMT) |
state tracking API - pass NULL to use defaults reduces typing needed |
April 9, 2015, 06:44 (GMT) |
new grid floor drawing function changes: - use vec2 instead of vec3 for grid - single glBegin/End for axis lines - draw axes regardless of grid-line count - use depth buffer |
April 9, 2015, 06:35 (GMT) |
tweak GL state tracking New defaults to match common 3D view usage: - draw both sides (backface culling off) - depth buffer test & write enabled Also made default state more readable. Fixed copy-paste error, GL_POLYGON_STIPPLE. Mesh objects now draw fine in wireframe and (smooth) solid modes. Now compatible with UI widgets drawn later! |
April 7, 2015, 23:13 (GMT) |
add runtime check for VAO support |
April 7, 2015, 08:56 (GMT) |
smooth lit meshes WIP�?� still having some depth buffer issues |
April 7, 2015, 06:07 (GMT) |
draw derived mesh with GPUx API |
April 6, 2015, 20:04 (GMT) |
draw base mesh with GPUx API Vertex and Edge work great, Face not so much yet �?? totface = 0 so nothing is drawn. Will work on derived mesh next. draw_mesh_object_new_new is simplified to draw mesh geometry and nothing else. Use draw_mesh_object or draw_mesh_object_new for full functionality. |
April 6, 2015, 19:43 (GMT) |
tweak GPUx draw to use actual max index instead of max allowed index. This is a looser restriction than before. |
April 4, 2015, 07:53 (GMT) |
fix compilation when TRUST_NO_ONE is disabled |
April 3, 2015, 10:32 (GMT) |
More changes to defines, add GPUx prefix to public API |
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