October 25, 2016, 11:18 (GMT) |
Viewport: fix depth not being cleared in ortho mode |
October 25, 2016, 11:18 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 |
October 25, 2016, 10:37 (GMT) |
Removed default values in setup functions and added extra functions for GGX with fresnel. |
October 25, 2016, 09:31 (GMT) |
OpenGL: mesh batch cache (WIP) Gawain batches are built on demand while drawing, then kept in this per-DerivedMesh cache. A mesh's batches try to share vertex buffers as much as possible. Not sure if this file is the best home for this code, but functions in this file are the only users of the cache. So maybe. Big part of T49165 |
October 25, 2016, 09:12 (GMT) |
Cycles: Add missing check for split kernel build error |
October 25, 2016, 09:09 (GMT) |
Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. |
October 25, 2016, 08:56 (GMT) |
Merge branch 'master' into cycles_split_kernel |
October 25, 2016, 08:46 (GMT) |
make View3D depth debug code optional Quick hack to optionally disable depth buffer debugging at compile time. Will this be useful for users or just during development? |
October 25, 2016, 08:39 (GMT) |
OpenGL: 3D View background & depth buffer details Surveying buffer usage & clears for new viewport. Not yet perfect, but closer. Committing from Mac so I can test this on Windows. Using new matrix API (T49450) for gradient background. |
October 25, 2016, 08:22 (GMT) |
CMake: Followup to previous commit, try to ensure -ldl is always last Seems CMake will rearrange and copy libraries which are passed to the linker when some of the libraries is listed twice (for example, -lz from png libraries and -l for blender itself). This was causing libopenimageio to be added somewhere at the end of linking flags without -ldl followed after which was causing linking issues. |
October 25, 2016, 07:28 (GMT) |
Fix possible compilation error with OIIO enabled OIIO library has plugin API which uses dlopen()/dlclose() so need to link OIO libraries against dl library. |
October 25, 2016, 07:19 (GMT) |
OpenGL: new built-in shaders for mesh edges |
October 25, 2016, 05:02 (GMT) |
OpenGL: clean up glActiveTexture usage Removed some of my earlier glActiveTexture calls. After reviewing the code I now trust that GL_TEXTURE0 is active by default. Fewer GL calls, same results. Fixed some misuse of glActiveTexture & glUniformi, mostly my fault. Caught by --debug-gpu on Windows. Don't know why this appeared to be working previously! Plus some easy cleanup nearby. |
October 24, 2016, 19:40 (GMT) |
Viewport: original gradient background Last but not least, fix the original 3d view background based on @merwin's comment. |
October 24, 2016, 19:05 (GMT) |
Viewport: move the background to the "modern" viewport This also leaves room for the gradient background Mike Erwin wants to implement. |
October 24, 2016, 17:26 (GMT) |
immediate mode: background There is a problem here, which is that we can't use immediate mode here until we rely on `GPU_material_bind`. (cc: @merwin) |
October 24, 2016, 14:56 (GMT) |
Cycles: Add AVX2 path to subsurface triangle intersection Similar to regular triangle intersection case. Gives about 3% speedup rendering SSS object on my desktop, Question: how to avoid such a code duplication in a nice way without speed loss? |
October 24, 2016, 14:17 (GMT) |
Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. |
October 24, 2016, 12:58 (GMT) |
Viewport: fix depth filled before solid plates |
Revision e8299c8 by Sergey Sharybin (blender-v2.78-release, blender-v2.78b-release, blender-v2.78c-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) October 24, 2016, 12:20 (GMT) |
Cycles: Don't use guarded vector for statically initialized data This will confuse hell of a guarded allocators because it is possible to have allocation happened prior to Blender's guarded allocator is fully initialized. This was causing crashes and assert failures when running blender with fully guarded memory allocator. |
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