June 23, 2019, 01:38 (GMT) |
Cleanup: unused args |
June 23, 2019, 01:31 (GMT) |
June 23, 2019, 01:16 (GMT) |
Revision c52111e by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 23, 2019, 00:46 (GMT) |
Correctly destruct swapchain on shutdown |
Revision d749e8a by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 23, 2019, 00:12 (GMT) |
Create graphics binding specific swapchain images Following the OpenXR SDK's example code very closely here. We have to do some nasty converting of graphics binding specific image vectors to generalized base ones. The SDK's approach seems like a good way to go about this. |
June 22, 2019, 23:57 (GMT) |
Revision 8663aa8 by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 22, 2019, 22:37 (GMT) |
Use abstract class/interface for generalized graphics binding operations Rather than having switch case blocks throughout the session code, give binding operations an own interface with dedicated implementations. |
June 22, 2019, 22:19 (GMT) |
UI: Adjust naming for recent Scene Strip options - Use Sequencer rather than Sequence - Use Camera rather than 3D Camera |
June 22, 2019, 22:16 (GMT) |
UI: Add Strip Type Icons in the VSE Sidebar Header This helps users identify the active strip type much more clearly. Differential Revision: https://developer.blender.org/D5124 |
June 22, 2019, 22:03 (GMT) |
Fix T66022: crash adding subdivision surface modifier to some meshes This reverts commit 7c9f64d00835: "Fix T63766: Multiresolution behavior when using crease edge" |
Revision 88b3944 by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 22, 2019, 20:08 (GMT) |
Fix error causing sessions to not start correctly With this, the Windows Mixed Reality Portal finally pops up when starting the session. That is how it's supposed to work. After it's initialization phase all you see is black. That's expected too as we don't send anything to the device yet. |
Revision 4cfc3ca by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 22, 2019, 19:25 (GMT) |
OpenXR swapchain creation Nothing special to say. Just calls needed OpenXR functions to create swapchains. Swapchain images are not created yet. Interestingly, the Windows Mixed Realtiy portal now pops up when closing Blender after having created a VR session. So we're getting closer ;) |
June 22, 2019, 16:30 (GMT) |
Merge branch 'master' into sculpt-mode-features |
Revision 93f75be by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 22, 2019, 16:09 (GMT) |
GPencil: Remove Stencil for Background texture |
Revision e23ea99 by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 22, 2019, 15:55 (GMT) |
Merge branch 'gp_stencil' into greasepencil-object Conflicts: source/blender/draw/engines/gpencil/gpencil_draw_utils.c source/blender/draw/engines/gpencil/gpencil_engine.c |
Revision d1a5617 by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 22, 2019, 15:47 (GMT) |
Merge branch 'master' into gp_stencil |
June 22, 2019, 15:47 (GMT) |
GPencil: Fix Fast Drawing and MSAA disabled in previous commit The previous commit disable the fast drawing if the background texture was not ready, but it did not detect the Painting mode, so the fast was always disabled. Now the check is done inside paint mode. |
June 22, 2019, 15:11 (GMT) |
GPencil: Don't use MSAA for background texture This texture has already the MSAA applied. |
Revision 31fb6c1 by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 22, 2019, 14:56 (GMT) |
Merge branch 'master' into gp_stencil Conflicts: source/blender/draw/engines/gpencil/gpencil_draw_utils.c source/blender/draw/engines/gpencil/gpencil_engine.c |
June 22, 2019, 14:50 (GMT) |
Fix T65955: GPencil: drawing shapes on surface causes intense viewport flickering There were some problems in the engine because the data was saved inside e_data struct, but this struct is reset sometimes and the background texture is not valid. Now, the data has been moved to stl->g_data and all creation and free has been moved to use stl->g_data. This fix also some small memory leak for the Buffer GPUBatch data. The background texture has been moved to texture list because must be available all the time. When is not drawing, the texture is removed to safe memory. Also, if the mode is painting and the texture is not ready because it was removed by Draw Manager, the texture is reloaded with the background image again. This ensure the background image is always visible when painting. Also I have used this patch to reduce the size of texture used for background to 16F instead of 32F and the blank texture to 1x1 pixels instead of 16x16. Reviewed by: @fclem See D5115 for more details |
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