January 15, 2017, 18:54 (GMT) |
Fix silly mistake in nearestVert |
January 14, 2017, 16:53 (GMT) |
Merge branch 'blender2.8' into transform-manipulators Conflicts: source/blender/editors/space_view3d/view3d_edit.c source/blender/editors/space_view3d/view3d_ops.c source/blender/editors/transform/transform_manipulator.c |
January 14, 2017, 16:50 (GMT) |
Merge branch 'blender2.8' into custom-manipulators Conflicts: source/blender/editors/space_view3d/view3d_edit.c source/blender/editors/space_view3d/view3d_ops.c source/blender/editors/transform/transform_manipulator.c |
January 14, 2017, 08:36 (GMT) |
Cycles: Fix building of CUDA kernels after last commit |
January 14, 2017, 07:02 (GMT) |
Cycles: Deduplicate sample range setting and getting |
January 14, 2017, 04:09 (GMT) |
Cycles: Add generic work item functions for OpenCL |
January 14, 2017, 04:08 (GMT) |
Cycles: Add generic work item functions for CUDA |
January 14, 2017, 03:51 (GMT) |
Change angle function calls in sdef |
January 14, 2017, 03:51 (GMT) |
Change angle function call in 3d to 2d mapping function |
January 13, 2017, 22:10 (GMT) |
Make caching a bit more sane (fixes plasticity issue) This cleans up the cloth caching logic a bit. Now, a simulation step only occurs if the current time is exactly one frame after the last simulated step, thus preventing time gaps and runtime data corruption. Also, now the cloth is only re-initialized if the cache is actually outdated, instead of always being reset when on the first frame. This solves a bug where the cache was freed when moving the time to a point within the cached period. These changes also fix the issue of non-cached runtime simulation state properties (e.g. plasticity) being reset when going to the first frame or retaining a future state when simulating over an existing cache with time gaps. |
January 13, 2017, 17:34 (GMT) |
Outliner: initial work for render-layers Remove Base references, still need to do some adjustments |
January 13, 2017, 17:34 (GMT) |
FOREACH_VISIBLE_OBJECT macro Also adding a new flag value for ObjectBase to store visibility. I still need this to be synced, but the idea is to centralize the logic of tree evluation, and keep the visibility cached. |
January 13, 2017, 17:34 (GMT) |
Initial syncing of selection and visibility flag When we make a collection invisible or unselectable, selected object have to be re-evaluated Same goes for when we add a new object, its base visibility has to be refreshed. TODO also add a call for this when we remove a scene collection, or unlink a scene layer. |
January 13, 2017, 17:25 (GMT) |
Added object mode wires to new drawing pipeline. |
January 13, 2017, 15:45 (GMT) |
Cycles: Implement new NLM reconstruction kernels |
January 13, 2017, 10:21 (GMT) |
Use ObjectBase only to delete objects |
January 13, 2017, 01:49 (GMT) |
Cycles: Rendering multiple tiles at once for OpenCL mega kernel Basically the same as for CUDA. No major performance difference, but in some cases this is a little faster than single tile rendering. |
January 13, 2017, 01:41 (GMT) |
Cycles: Implement the get_ideal_tile_size function Since devices will be rendering many tiles at once the tile size chosen is on the smaller side. A limited selection of tiles sizes is provided as an option. This may be removed later, for now its mostly useful for debugging. |
January 13, 2017, 01:41 (GMT) |
Add get_ideal_tile_size function to RenderEngine This allows render engines to specify an ideal tile size to use while rendering. The function is optional, if provided the returned tile size will override the scene settings, if not provided the original behavior will be used. |
January 13, 2017, 01:41 (GMT) |
Cycles: Rendering multiple tiles at once for CUDA There's no major performance difference from rendering a single large tile. However if there are too many tiles (such as if the tiles are 16x16) the overhead of updating tile display can become a bit noticeable. This should be easy to fix by restructuring the tile update code a little. |
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