Revision 1348caa by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) April 13, 2017, 10:29 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
Revision 4388bbf by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) April 13, 2017, 10:20 (GMT) |
Remove inverse matrix in drawing With new shaders, it is better to use a object global matrix and do not calculate for each point the position. |
April 13, 2017, 10:17 (GMT) |
Fix RNA LayerCollectionEngineSettingsClay not inheriting from LayerCollectionSettings. Was hence missing the 'name' property, which broke the 'dict-like' behavior of Scene.collection_properties. |
Revision c810fdd by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) April 13, 2017, 10:08 (GMT) |
WIP: Add basic editing points to strokes |
April 13, 2017, 10:02 (GMT) |
Merge branch 'master' into blender2.8 |
April 13, 2017, 09:59 (GMT) |
Add red alert in UI controls for datablock pointer properties |
April 13, 2017, 09:42 (GMT) |
Draw Engine: Draw sets recursively Matchers regular viewport behavior |
April 13, 2017, 09:33 (GMT) |
Datablock ID Properties The absence of datablock properties "will certainly be resolved soon as the need for them is becoming obvious" said the [[http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes|Python Nodes release notes]]. So this patch allows Python scripts to create ID Properties which reference datablocks. This functionality is implemented for `PointerProperty` and now such properties can be created with Python. In addition to the standard update callback, `PointerProperty` can have a `poll` callback (standard RNA) which is useful for search menus. For details see the test included in this patch. Original author: @artfunkel Alexander (Blend4Web Team) Reviewers: brecht, artfunkel, mont29, campbellbarton Reviewed By: mont29, campbellbarton Subscribers: jta, sergey, campbellbarton, wisaac, poseidon4o, mont29, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov, fjuhec, sharlybg, cardboard, duarteframos, blueprintrandom, a.romanov, BYOB, disnel, aditiapratama, bliblubli, dfelinto, lukastoenne Maniphest Tasks: T37754 Differential Revision: https://developer.blender.org/D113 |
April 13, 2017, 09:28 (GMT) |
Cycles: Header cleanup in BVH: move self header to be the first one This makes us more sure that header files are more self-sufficient. |
April 13, 2017, 09:11 (GMT) |
Use regular header guards in GPU |
April 13, 2017, 08:55 (GMT) |
Cycles: Split BVH implementations into separate files |
April 13, 2017, 08:29 (GMT) |
Cycles: Use more explicit and commonly used names for BVH structures This renames BinaryBVH to BVH2 and QBVH to BVH8. There is no user measurable difference, but allows us to add more types of BVH trees such as BVH8. |
April 13, 2017, 08:00 (GMT) |
OpenGL: implement 2D with 4x4 matrices ... even though 3x3 feels better. This is a compromise to get core profile up & running sooner. Eventually I'd like to finish the original 3x3 plans, but this commit will let us get on with other tasks. External API stays (almost) the same. Our GLSL shaders can use this without any changes. Part of T49450 and T51164 |
April 13, 2017, 05:07 (GMT) |
use new 3D matrix impl in draw manager These functions mark the beginning and end of 3D drawing, causing the matrix API to use our own implementation instead of legacy OpenGL. Part of T49450 |
April 13, 2017, 05:07 (GMT) |
Gawain: look up array uniforms correctly Look up "name[0]" when asked for "name", since that marks the beginning of the array. We're comparing to the name stored in ShaderInterface which comes from glGetActiveUniform. |
April 13, 2017, 05:07 (GMT) |
cleanup image drawing setup |
April 13, 2017, 05:07 (GMT) |
Gawain: use ShaderInterface to manage uniforms This eliminates tons of glGetUniformLocation calls from the drawing loop. Vast majority of code can keep making the same function calls. They're just faster now! - Batch_Uniform* - immUniform* - gpuBindMatrices - and others |
April 13, 2017, 05:07 (GMT) |
Gawain: add immUniform4iv Needed soon by OCIO. |
April 13, 2017, 05:07 (GMT) |
Gawain: add (temp) legacy GLSL support to ShaderInterface A temporary measure needed by GPU_basic_shader. Part of T51164 |
April 13, 2017, 05:07 (GMT) |
Gawain: improve ShaderInterface - builtin uniforms match what Blender needs - set input counts in struct (stupid mistake) - look up uniforms by name - look up builtin uniforms by enum - check attrib/uniform locations for error |
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