March 21, 2015, 08:23 (GMT) |
cleanup: redundant include & defines GLEW takes care of this. VAOs are not part of OpenGL 2.1 but are very widely supported. Even so we should check before using. Current code does not check. Also minor style things I missed in the previous commit. |
March 21, 2015, 06:06 (GMT) |
cleanup: code style C-style comments, braces & pointer placement. |
March 21, 2015, 03:55 (GMT) |
compile fixes for MSVC |
March 20, 2015, 22:34 (GMT) |
draw grid floor & objects in new viewport Yanked verbatim from view3d_draw_objects, so there�??s nothing �??new�? about drawing method. But it does let us see objects positioned in space which shows us transforms are working properly. |
March 20, 2015, 22:16 (GMT) |
OpenGL batched geometry API (experimental) Clean slate design, with some overlap with existing Blender APIs. Using GPUx_ prefix to avoid confusion with current GPU_ files. - specify vertex attribs - buffer in main memory & VRAM - build element lists of points, lines, triangles - draw these --^ - state tracking (fairly basic) - lots of error & bounds checking!!! can turn this off The idea is to handle things like VBOs, VAOs, other useful extensions automatically so users of this API don't have to work hard to get it right every time. This also lets us turn things on/off in one place for debugging & perf measurements. - - - - Checking this code in now to give it a home & test on multiple systems. It�??s not being used yet and will probably evolve quite a bit as our needs become clearer. |
February 23, 2015, 10:18 (GMT) |
Just clear the buffers in new viewport |
February 23, 2015, 10:00 (GMT) |
Flag for new viewport |
February 18, 2015, 14:35 (GMT) |
Also move new gpu object to derived mesh - we can probably do a few abstractions here, but gpuObject creation is a bit derivedmesh type specific (each DM has its own way to calculate vertices needed etc). |
February 18, 2015, 14:19 (GMT) |
Move data copying function from gpu_buffers.c to cdderivedmesh.c (as it should be, since it's specialized to this derivedmesh type) |
February 17, 2015, 18:02 (GMT) |
Merge branch 'master' into GPU_data_request |
Revision d67d290 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, GPU_data_request, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) February 9, 2015, 13:23 (GMT) |
Fix some ordering issues, remove leftover glBegin/glEnd |
Revision f07ca03 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, GPU_data_request, temp_motionpaths, temp_widgets_c++_experiment, temp_widgets_files_refactor, temp_widgets_update_tagging, UI-experiments, wiggly-widgets) February 9, 2015, 13:19 (GMT) |
Initial VBO code for GPU subsurf. This commit adds a few generalizations to the VBO code so that modifiers can create and populate their own GPU objects. The VBO code originally supported CDDerivedMesh only. The design moves slightly towards the viewport refactor where the rendering system requests data from the modifiers. In this commit only basic support for vertices and normals is provided and some features from blender's VBO system, suchs as mapping to original faces, unique element indices for vertices and loose vertex/edge support are missing. Also, the quick navigation feature of the subsurf modifier won't be supported for now. What we do have is full support for solid shading with multiple materials, flat/smooth shading and a big performance boost. |
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