Blender Git Commits

Blender Git "GPU_data_request" branch commits.

Page: 4 / 5

April 3, 2015, 10:13 (GMT)
More compilation fixes - add new files for cmake, make files conform to
old C (no declarations, use #ifdef instead or #if).
April 3, 2015, 09:41 (GMT)
Compile fixes for strict C - no declarations allowed in for loops and in
middle of blocks.
April 3, 2015, 01:14 (GMT)
start using batched geometry API

Made �??new new�? version of drawcamera() to test out new drawing code.

Kept �??old new�? version for comparison.

Uses GL state tracking, partly disabled because it *almost* works �??
need to find defaults that agree with UI drawing code.
April 3, 2015, 00:59 (GMT)
fixed issues in batched geometry API

- made default state available to all
- fixed vertex index tracking
- fixed attrib stride calculation
- fixed VBO binding
- fixed VAO attrib enables
April 2, 2015, 01:29 (GMT)
fix errors & warnings

toggling all #defines
April 2, 2015, 00:37 (GMT)
fix VAOs on Mac legacy context

GLEW gives us glBindVertexArray and friends but sets them to NULL,
since Apple uses GL_APPLE_vertex_array_object instead of
GL_ARB_vertex_array_object. The ARB version evolved from the APPLE
version and they�??re used in exactly the same way, so I aliased them to
keep our VAO code simple.
March 31, 2015, 18:42 (GMT)
tweak GL state tracking functions

Needed a way to force all currently tracked state to GL, for interop
with code that doesn�??t use this API.
March 31, 2015, 07:47 (GMT)
refactor vertex attrib handling

Found lots of commonality between generic and legacy attributes.

Also fixed an error found by flipping all the defines on & off.
March 31, 2015, 07:30 (GMT)
delete temp file

from merge conflict resolution, didn�??t mean to commit
March 31, 2015, 05:32 (GMT)
remove unused attrib print routines
March 31, 2015, 05:25 (GMT)
add support for non-generic vertex attribs

for easier integration into legacy GL usage.

Instead of specifying generic arrays with a name string, choose any or
all of these:

GL_VERTEX_ARRAY
GL_NORMAL_ARRAY
GL_COLOR_ARRAY
GL_TEXTURE_COORD_ARRAY

Generic attribs are still there for when we move to shader-based
drawing / a newer GL.
March 30, 2015, 21:01 (GMT)
change function prefix to cdDM to match
March 30, 2015, 20:54 (GMT)
Merge branch 'master' into GPU_data_request

Resolved conflict:
source/blender/gpu/intern/gpu_buffers.c
March 29, 2015, 06:04 (GMT)
use glDrawRangeElements for camera

glDrawElements has no way to say how much data from the vertex array is
needed, so use the Range variant instead.

glDrawArrays already has this range info.
March 29, 2015, 05:51 (GMT)
draw camera in 1 GL call (2 for active cam)
March 29, 2015, 05:26 (GMT)
draw camera using vertex array
March 29, 2015, 05:03 (GMT)
put all OB_CAMERA verts in single array

also disable camera border hack (used for viewing THROUGH camera) to
focus on whole-camera drawing.
March 29, 2015, 04:22 (GMT)
remove unused test pattern

Helped for orientation before objects were drawn, no longer needed.
March 28, 2015, 08:33 (GMT)
new draw path for Mesh & Camera objects

Used only when �??new viewport�? pref is checked, so we can switch back &
forth for comparison.

Camera because it�??s simple �?? scoped some vars, removed an extra line
segment, touch back face cull state only when needed.

Mesh because it�??s interesting �?? very little difference, just factored
out edit mesh drawing & touch back face cull state only when needed.

Also added (temporary) call graph tracing, to help me make sense of the
object drawing logic.

More to come for these object types, will run with these and add more
object types later. Not using our new APIs yet but that is the goal.
March 27, 2015, 08:12 (GMT)
shell of a GLSL material node

This will hold a single GLSL function, which can be mixed & matched
with other nodes.

Goal: similar workflow to OSL shader node but for real-time rendering,
not Cycles.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021