February 14, 2017, 13:27 (GMT) |
Immediate Mode: particle_edit.c |
February 14, 2017, 13:25 (GMT) |
`BKE_boundbox_ensure_minimum_dimensions` is no longer necessary The bug T46099 no longer applies since the addition of `dist_squared_to_projected_aabb_simple` Has also been added comments that relates to an occlusion bug with the ruler. I'll investigate this. |
February 14, 2017, 12:38 (GMT) |
transform_snap_object: Remove `do_bb` parameter. It is always true |
February 14, 2017, 12:02 (GMT) |
Immediate Mode: area.c and UI_draw_icon_tri, ui_draw_anti_tria Note: This makes the jittering to not work :/ @merwin, would you know how to use gpuMatrixBegin2D for this case? I think it must be the reason behind the lack of jittering. But I couldn't get it to work (the 2D shader is asking for a 3D Matrix). Part of T49043 |
February 14, 2017, 10:10 (GMT) |
Immediate Mode: animation markers |
February 14, 2017, 08:41 (GMT) |
Merge branch 'master' into soc-2016-multiview |
February 14, 2017, 07:15 (GMT) |
Alembic: fix naming of imported transforms. When importing an Alembic file with grouped transforms, it would badly name the transforms, taking the name of the parent instead of its own. Patch by @maxime.robinot Differential Revision: https://developer.blender.org/D2507 |
February 13, 2017, 23:49 (GMT) |
OpenGL immediate mode: Remove unecessary light shader |
February 13, 2017, 23:35 (GMT) |
OpenGL immediate mode: drawarmature.c (end) No deprecated call left. |
February 13, 2017, 23:35 (GMT) |
OpenGL immediate mode: drawarmature.c (cont) All (except for stick and wire) are now rendered using batch or immediate API. Using simple front facing lighting for now, waiting for gpu_basic_shader.c to be recoded. |
February 13, 2017, 23:35 (GMT) |
OpenGL immediate mode: fix inverted normal in sphere batch |
February 13, 2017, 23:35 (GMT) |
OpenGL immediate mode: added gpuRotate3f to GPU_matrix |
February 13, 2017, 23:35 (GMT) |
OpenGL immediate mode: Replacement for gluCylinder |
February 13, 2017, 17:24 (GMT) |
Cycles: Optimize sorting of transparent intersections on CUDA |
February 13, 2017, 17:22 (GMT) |
Cycles: Fix wrong transparent shadows with CUDA Was a bug in recent optimization commit. |
February 13, 2017, 17:10 (GMT) |
Immediate Mode: timeline cached frames This involved some refactoring. The original code was relying on a cache of pre-allocated arrays which in turn were still re-populated every redraw loop. We now ditch those arrays, and make the draw "on the fly". Part of T49043 @merwin can you just check if you foresee any performance impact with this approach? |
February 13, 2017, 15:32 (GMT) |
Cycles: Fix wrong shading on GPU when background has NaN pixels and MIS enabled Quite simple fix for now which only deals with this case. Maybe we want to do some "clipping" on image load time so regular textures wouldn't give NaN as well. |
February 13, 2017, 15:25 (GMT) |
Cycles: Use fast math without finite optimization This allows us to use faster math and still have reliable isnan/isfinite tests. Only do it for host side, kernels stays unchanged. Thanks Lukas Stockner for the tip! |
February 13, 2017, 13:57 (GMT) |
Refactor writefile handling of data-blocks. Instead of calling a function looping over whole list of a given ID type, make whole loop over Main in parent function, and call functions writing a single datablock at a time. This design is more in line with all other places in Blender where we handle whole content of Main (including readfile.c), and much more easy to extend and add e.g. some generic processing of IDs before/after writing, etc. From user point, there should be no change at all, only difference is that data-block types won't be saved in same order as before (.blend file specs enforces no order here, so this is not an issue, but it could bug some third party users using other, simplified .blend file reader maybe). Reviewers: sergey Differential Revision: https://developer.blender.org/D2510 |
February 13, 2017, 11:41 (GMT) |
Immediate Mode: curve draw stroke How to test this drawing: create and edit a curve and press shift + drag your mouse (or tablet). The Curve needs a Bevel Depth > 0.0. Note: The ideal solution would be to use a different shader, that takes no lighting. However according to Cl�ment Foucault there is an assert preventing the same batch to me used with different attributes (or something like that). Il wait until the end of such resolution before revisiting this. That said, it is working fine. Part of T49043 Differential Revision: https://developer.blender.org/D2501 |
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