January 11, 2019, 15:00 (GMT) |
UVEdit: Port texpaint_loop_wire to batch request This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode. |
January 11, 2019, 15:00 (GMT) |
UVEdit: Add back uv angle stretch aspect correction This is now done in shader so that the batches are shared across ImageUV areas. |
January 11, 2019, 15:00 (GMT) |
UVEdit: Port batches to batch request This is in order to allow more spaces to have their batches created at the same time and sharing the batches. This is part of the effort fo making the drawing code more optimized. This commit however should not introduce any difference. This commit bypass the aspect ratio correction for angle stretch display but this should be fixed in the next commit. |
January 11, 2019, 15:00 (GMT) |
WM: Use draw manager to draw UV image editor spaces This is in order to use batch cache directly without using tricks like batch presets reseting the VAOs. Note: For now it also create a depth buffer for this area which is not needed. We could get rid of this to lower VRAM usage. |
January 11, 2019, 15:00 (GMT) |
BMesh: Add BM_face_calc_area_uv |
January 11, 2019, 15:00 (GMT) |
Texture Paint: Add filtering option for texture paint overlay The overlay should now use the texture interpolation setting in material mode. In image mode, there is now a new button to let the user choose the texture filter. The option is located in the Texture Slots popover and only shows in Image mode. |
January 11, 2019, 15:00 (GMT) |
Workbench: Support node texture "closest" interpolation option This makes it possible to paint pixel art using the workbench. Cubic interpolation is not supported but could be added if needed. |
January 11, 2019, 15:00 (GMT) |
GPUShader: Cleanup Unused shaders |
January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Cleanup Unused |
January 11, 2019, 15:00 (GMT) |
Edit Mode Selection: Make Vertices not occluded by edges Debugging the edit mode selection I realized the vertices are often occluded by edges with the same depth. Sometime it can be the center pixel of a vertex point and that can lead to some selection issue. So I increased the offset a bit for the vertices and it seems to fix it. |
January 11, 2019, 15:00 (GMT) |
GPUMaterial: Cleanup / optimization |
January 11, 2019, 15:00 (GMT) |
Mesh Selection: Port to batch cache request This makes it more future proof and remove baked id offset inside the vbos. Instead we add the offset as a uniform. This makes it possible to reuse the vbos instead of discarding them all the time. Also using batch request may reduce batches creation time. |
January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Fix wrong assert |
January 11, 2019, 15:00 (GMT) |
GPUShader: Add selection id shader This is to separate id drawing from standard color drawing. |
January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Put context evaluation out of batch cache This is in order to be able to call DRW_mesh_batch_cache_create_requested outside of the draw manager |
January 11, 2019, 15:00 (GMT) |
DRW: Fix texture paint crashing if object has no material slot |
January 11, 2019, 14:09 (GMT) |
Merge branch 'blender2.7' |
January 11, 2019, 14:03 (GMT) |
Fix T60227: Crash when Cycles uses more than system threads Tweaked scheduling so it survives this situation by scattering "extra" threads uniformly over all the NUMA nodes. There are still tweaks possible to make some specific hardware configurations work better. |
January 11, 2019, 13:21 (GMT) |
pull animated bind update calls out of loop the function does a loop on its own (over meshislands in fm) |
January 11, 2019, 12:44 (GMT) |
Cycles: Disabled anisotropic texture cache lookups for emission shaders. Leaving it enabled lead to excessive render times in certain scenes. |
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Master Commits
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