January 17, 2018, 09:33 (GMT) |
Revert "Fix use-after free in DRW_shader_create_with_lib" Caused an error entering edit-mode. d60f26f37a & 2659500835 |
January 17, 2018, 08:51 (GMT) |
Fix assert in mesh batch conversion |
January 17, 2018, 08:23 (GMT) |
Merge branch 'master' into blender2.8 |
January 17, 2018, 08:23 (GMT) |
Fix use-after free in DRW_shader_create_with_lib Limit scope to avoid future accidents |
January 17, 2018, 08:16 (GMT) |
Correct simple deform versioning from D2989 |
Revision 5ddcad4 by Campbell Barton (blender-v2.79a-release, blender-v2.79b-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 17, 2018, 03:01 (GMT) |
January 16, 2018, 23:23 (GMT) |
Eevee: Update lightprobes when deleting or linking a new world datablock |
Revision 8fd65dc by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) January 16, 2018, 23:12 (GMT) |
corrected some more special constraint breaking activation behavior (was activating too much) |
January 16, 2018, 23:01 (GMT) |
Eevee: SSS: Fix OpenGL error when enabling TRANSLUCENCY but not SSSS. This was causing this error: "Different sampler types for same sample texture unit in fragment shader" |
January 16, 2018, 22:59 (GMT) |
January 16, 2018, 22:40 (GMT) |
DRW: Codestyle refactor: Use macro to create shader libs. This clears up the code from many DynStr usage. Easier to read. |
January 16, 2018, 21:18 (GMT) |
Eevee: SSR: Fix artifacts at object/background limits. This should have a very small perf impact but it's needed. |
January 16, 2018, 18:40 (GMT) |
Eevee: Fix Hashed Alpha. Now hashed alpha materials are stable when moving the camera/not using TAA. It also converge to a noise free image when using TAA. No more numerical imprecision. There still can be situations with multiple overlapping transparent surfaces that can lead to residual noise. |
January 16, 2018, 17:22 (GMT) |
Eevee: AO: Removes samples and denoise options. This comes with a lot of code simplification that leads to a small performance improvement. |
January 16, 2018, 17:22 (GMT) |
Eevee: Add macro to sample noise in utilTex. Avoid future coding error. |
January 16, 2018, 17:22 (GMT) |
Eevee: SSR: Derive the brdf bias from the trace quality. Also change the range of the trace quality so that the trace actually covers the screen most of the time. |
January 16, 2018, 17:22 (GMT) |
Eevee: Fix SSRefraction noise. |
January 16, 2018, 17:22 (GMT) |
Eevee: SSR: Enhance the halfres raytrace. This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel. |
January 16, 2018, 17:22 (GMT) |
Eevee: SSR: Optimise Texture fetches and solve noise issue. There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this. |
January 16, 2018, 17:22 (GMT) |
Eevee: SSR: Remove ray count and use integer texture for hit coord. Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit. The sign of the integer is used to 2 flags (has_hit and is_planar). We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px). The PDF is stored into another GL_R16F texture. We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader). |
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