February 6, 2017, 13:47 (GMT) |
Use hash instead of linear lookup in armature deform This avoids calling linear lookup 100s of time when dealing with real-life character. Still some tweaks possible. |
February 6, 2017, 13:21 (GMT) |
Multi-thread displace modifier The title says it all actually. Use BLI task to loop over vertices and distort their locations. Gives 2x FPS increase in a file with just time-dependent displace modifier on my desktop. |
February 6, 2017, 13:06 (GMT) |
OpenGL immediate mode: interface_draw.c |
February 6, 2017, 11:43 (GMT) |
February 6, 2017, 11:37 (GMT) |
Displace modifier: Use special version of texture sampling This version will give less spin locks and now well-tested by render engines. This should reduce amount of threading overhead when having multiple objects with displace modifier enabled. In the future this will also help us threading the modifier. There are more modifiers which could benefit from this, but let's first investigate the new behavior with one of them. |
February 6, 2017, 11:26 (GMT) |
Minor cleanup (comments mostly). |
February 6, 2017, 11:23 (GMT) |
Add special texture sampling function which takes image pool argument Using image pool will reduce number of thread locks when acquiring image. Useful when it's needed to sample texture fewzillion times a second. |
February 6, 2017, 10:35 (GMT) |
Merge remote-tracking branch 'origin/blender2.8' into render-layers |
February 6, 2017, 10:32 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
February 6, 2017, 10:30 (GMT) |
Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. |
February 6, 2017, 10:18 (GMT) |
Fix memory leak when building without audaspace |
February 6, 2017, 09:49 (GMT) |
February 6, 2017, 09:44 (GMT) |
C++ conformance fixes (MSVC /permissive-) We (the Microsoft C++ team) use the Blender project as part of our "Real world code" tests. I noticed a place in WIN32 specific code (dvpapi.cpp:85) where a string literal is losing its const-ness when being passed to BLI_dynlib_open(). This is not permitted when using the /permissive- conformance compiler switch (see our blog https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/) My suggested fix is to add const and propagate it where needed. Another possible fix would be to explicitly cast away the const. Reviewers: mont29, sergey, LazyDodo Subscribers: Blendify, sergey, mont29, LazyDodo Tags: #platform:_windows Differential Revision: https://developer.blender.org/D2495 |
February 6, 2017, 04:01 (GMT) |
fix T50602: Avoid crash when executing `transform_snap_context_project_view3d_mixed` with `dist_px` NULL |
February 6, 2017, 03:23 (GMT) |
icon |
February 5, 2017, 17:22 (GMT) |
Initial commit to use uiTable API for collections editor Does nothing but drawing a single column for collection name, but it shows that the API works ;) |
February 5, 2017, 16:47 (GMT) |
Merge branch 'uiTable' into temp-layers-ui-table |
February 5, 2017, 16:25 (GMT) |
Cleanup: Add assert, remove unused variable |
Revision cc6cf0c by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) February 5, 2017, 16:24 (GMT) |
fix, keep bake until convert to keyframe has been finished, and delete then Deleting the bake after changing the rigidbody count still is necessary, else the shard order and the mesh appearance of fracture modifier objects will be messed up. Furthermore, decreased the convert to keyframe default threshold from 0.05 to 0.005, reconverting by re-using the operator again still is somewhat broken |
February 5, 2017, 15:43 (GMT) |
Initial implementation of a uiTable API This adds an initial (and already working), generic API for defining, handling and drawing of table UIs. It supports two types of tables: * Vertical flow: Rows are all in a vertical stack. * Horizontal flow: Rows are stacked vertically, until some threshold height is reached. The table is then split into another vertical stack that is drawn next to the former one. Such drawing could be used for the file browser in non-thumbnail mode. A table is built out of - guess what - rows and columns. The API allows defining new collumns (identified by an id-name) and inserting new rows at any point. When drawing, we draw a cell for each column/row combination, using a custom cell-drawing callback. The uiTable API will probably get some support for drawing buttons (uiBut) into custom layouts (uiLayout). The API is written with big data sets in mind. In future we may get a spreadsheet view where data like all vertices of a mesh is displayed. That would result in thousands of rows, the uiTable API should be ready for this. |
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