Revision df8dc43 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 16, 2019, 21:28 (GMT) |
Fix compile errors and warnings on certain configs Addresses: * Compile error on Linux * Compile error with WITH_OPENXR disabled * Unused parameter warnings |
June 16, 2019, 21:16 (GMT) |
Add remesh panel to the topbar This panel has the same options as the mesh properties remesh panel. |
Revision 3b0a2fe by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 16, 2019, 21:12 (GMT) |
Fix missing return value... how did this work even? Looking at the code this should've failed miserably. No idea how this could still work fine... Maybe return vars used same stack location? |
June 16, 2019, 21:11 (GMT) |
Fix crash with mesh filters and EEVEE |
June 16, 2019, 21:05 (GMT) |
Add front faces only option to the mask lasso tool |
June 16, 2019, 21:01 (GMT) |
Merge branch 'master' into sculpt-mode-features |
Revision 80af6d5 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 16, 2019, 20:58 (GMT) |
Merge branch 'master' into soc-2019-openxr |
Revision 71c7d61 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 16, 2019, 19:46 (GMT) |
Draw OpenGL framebuffer upside down in DirectX windows DirectX is Y coordinates top to bottom, while OpenGL is the opposite. For the final window manager on-screen drawing, draw to a texture first and draw that upside down if needed. |
Revision 637b803 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 16, 2019, 19:05 (GMT) |
Support drawing the VR view into a DirectX window! Phew! That a fight. But this is also a pretty important feature as it allows interfacing with Windows Mixed Reality OpenXR runtime and the HMDs supported by it. Important remaining issue: The rendered viewport is upside down :) That is of course because DirectX has the opposite vertical direction than OpenGL. When creating a DirectX window, we also create an OpenGL offscreen context to use for all drawing. Just before swapping framebuffers, the DirectX window blits the framebuffer of the offscreen context into its swapchain. This requires the WGL_NV_DX_interop and WGL_NV_DX_interop2 extensions. For testing/dev purposes, also adds: * Version of the offscreen to onscreen blitting that's OpenGL only. So it blits the default framebuffer of the offscreen context into the one of the onscreen context. This is disabled by a #define. * Code to draw a colored triangle using DirectX, also for testing. Requires the D3DCompiler.lib to be available at compile time. This is also disabled using a #define. |
June 16, 2019, 14:17 (GMT) |
Convert Embree's internal data to Blender BVH4 |
Revision c45cfec by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 16, 2019, 09:01 (GMT) |
Merge branch 'master' into greasepencil-object |
June 16, 2019, 03:39 (GMT) |
Merge branch 'master' into soc-2019-outliner |
June 16, 2019, 03:37 (GMT) |
Outliner: Add modifier keys to box select Adds shift for add and ctrl for subtract, matching the 3D view default keymap. |
June 15, 2019, 18:05 (GMT) |
fix attempt for binding to particles |
Revision f4ed032 by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 15, 2019, 07:11 (GMT) |
Merge branch 'master' into greasepencil-object |
June 15, 2019, 05:03 (GMT) |
Outliner: Show enable/disable button for constraints This adds the restriction icon for constraints in the outliner so they can be enabled/disabled similar to modifiers. It also moves the icon definition to RNA from the UI template for the constraints in the properties editor. |
June 14, 2019, 20:20 (GMT) |
Add basic access to Embree's internal data |
June 14, 2019, 20:03 (GMT) |
Cloth: fix edge size error If there are sewing edges (loose edges), those edges would not have loops, finding the UVs was dependent on the loops, now there is check to see if there is a loop. TODO: when splitting edges that are connected to sewing edges, need to find a way to add a new sewing edge |
June 14, 2019, 20:02 (GMT) |
Cloth: fix compile errors from recent commits |
Revision 314eef0 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 14, 2019, 18:41 (GMT) |
Merge branch 'master' into soc-2019-openxr |
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