April 10, 2017, 12:44 (GMT) |
Cycles: Cleanup, indentation and trailing whitespace |
Revision a1a7e3a 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 10, 2017, 11:34 (GMT) |
Only draw strokes if active object is grease pencil |
Revision 870568a 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 10, 2017, 11:33 (GMT) |
Replace GL_FLOAT |
April 10, 2017, 11:12 (GMT) |
PyAPI: Fast buffer access to id property arrays Support Python's buffer protocol for ID-properties. |
April 10, 2017, 10:36 (GMT) |
Eevee: First Shadows implementation Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported. Support Projection Shadow Map for sun like in old BI/BGE. Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware. Shadows are only hardware filtered. Prefiltered shadows and settings comming next. |
April 10, 2017, 10:36 (GMT) |
Draw Manager: Use Texture flag in Framebuffer init. |
April 10, 2017, 10:36 (GMT) |
GPUTextures: Work on cubemap support and array textures |
April 10, 2017, 10:36 (GMT) |
Eevee: Fix spot lights |
April 10, 2017, 10:21 (GMT) |
Make build with GL 3.3 again This is a workaround while the PRIM_QUADS_XXX are still in the code |
April 10, 2017, 09:49 (GMT) |
Use 'unsigned int[3]' array for total color |
Revision fca8423 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 10, 2017, 09:24 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
April 10, 2017, 08:08 (GMT) |
Layers unittest: layer_cyncing test was not being called |
April 10, 2017, 08:03 (GMT) |
Unitettesting: Force python errors to show as error |
April 10, 2017, 07:33 (GMT) |
GL stubs: no need to assert when calling deprecated calls |
April 10, 2017, 07:15 (GMT) |
Expand OpenGL stubs to allow for breakpoints |
April 10, 2017, 06:45 (GMT) |
Add stubs to build WITH_GL_PROFILE_CORE This is an auto-generated list, crossing gl-deprecated.h, glew.h and the Blender code. It allows Blender to build with core profile. WITH_OPENGL_LEGACY=ON: nothing changes WITH_OPENGL_LEGACY=OFF and WITH_GL_PROFILE_CORE=OFF: It stubs deprecated legacy calls. WITH_OPENGL_LEGACY=OFF and WITH_GL_PROFILE_CORE=ON: It stubs deprecated legacy calls thus allowing Blender to build with core profile only. Technically you only want to use WITH_OPENGL_LEGACY=OFF when WITH_GL_PROFILE_CORE=ON. But it doesn't hurt to have it working for both scenarios. Reviewed by: merwin Differential Revision: https://developer.blender.org/D2610 |
April 10, 2017, 05:51 (GMT) |
Cleanup: Avoid redundant/accidental struct copying |
April 10, 2017, 05:35 (GMT) |
Cleanup: move BKE_pbvh_vertex_iter_end into same scope as BKE_pbvh_vertex_iter_begin It turns out this worked, but still reads awkwardly. |
April 10, 2017, 05:18 (GMT) |
Cleanup: variable names, const correctness, formatting This makes the code match more closely with BKE_mesh conventions. Also remove unused WPaintDefer struct. |
April 10, 2017, 03:57 (GMT) |
Cleanup: move WPaintData, VPaintData, WeightPaintInfo back into paint_vertex.c There is no reason to make these public Revert allocated ViewContext, its no longer needed. |
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