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December 16, 2014, 17:26 (GMT)
Initial VBO code for GPU subsurf.

This commit adds a few generalizations to the VBO
code so that modifiers can create and populate their own GPU objects.

The VBO code originally supported CDDerivedMesh only. The design moves
slightly towards the viewport refactor where the rendering system
requests data from modifiers.

What we do have is support for solid shading with multiple
materials, flat/smooth shading and a big performance boost.
Performance could

In this commit only basic support for vertices and normals is provided
and some features from blender's VBO system, such as mapping to
original faces, unique element indices for vertices and loose vertex/
and can be added later. The one feature that is missing now is the quick
navigation feature of the multires modifier (which uses the same code).

- Why this commit is made on the widget branch -

Facemap widgets need to avoid drawing the whole mesh when we do
collision detection on them. For subsurf drawing we need to iterate
through the whole mesh every time. What we need instead is sort
indexed elemet drawing according to the facemap each face belongs to.
This screams VBOs but since I was going to add that, I thought that
I could push it a bit further and add proper solid shading support.
December 16, 2014, 17:18 (GMT)
Revert "Initial VBO code for GPU subsurf."

This reverts commit 7163ddf53e6f5f67c59a8dfc14f60515f8f577c7.
December 16, 2014, 17:03 (GMT)
RNA access to previews (image and icons).

Note since this gives python possibility to change those previews,
we add flags to PreviewImage to tag as user_defined.

TODO: replace all those shorts-used-as-bools by bitflags!
December 16, 2014, 16:05 (GMT)
Initial VBO code for GPU subsurf.

This commit adds a few generalizations to the VBO
code so that modifiers can create and populate their own GPU objects.

The VBO code originally supported CDDerivedMesh only. The design moves
slightly towards the viewport refactor where the rendering system
requests data from modifiers.

In this commit only basic support for vertices and normals is provided
and some features from blender's VBO system, such as mapping to
original faces, unique element indices for vertices and loose vertex/
and can be added later. The one feature that is missing now is the quick
navigation feature of the multires modifier (which uses the same code).

What we do have is full support for solid shading with multiple
materials, flat/smooth shading and a big performance boost.
Performance could

- Why this commit is made on the widget branch -

Facemap widgets need to avoid drawing the whole mesh when we do
collision detection on them. For subsurf drawing we need to iterate
through the whole mesh every time. What we need instead is sort
indexed elemet drawing according to the facemap each face belongs to.
This screams VBOs but since I was going to add that, I thought that
I could push it a bit further and add proper solid shading support.
December 16, 2014, 15:59 (GMT)
Merge branch 'master' into asset-experiments
December 16, 2014, 13:41 (GMT)
Ensure previews are up to date when saving .blend file.

Previuosly, we would only write existing data - and big previews were
nearly never generated by default.

Now, if saving previews is enabled, `wm_file_write()` will ensure
all 'common' previewable datablocks do have up-to-date previews
(brushes remain TODO here for now, they have both a preview **and**
an icon_imbuf, sigh...).

This implied adding an 'immediate' non-job-background version of
`ED_preview_icon_job()`.

Note this does not include objects/groups/etc. It's not simple to generate
previews for those, will probably go for a user-launched py operator here...

Also, cleanup some debug prints!
December 16, 2014, 10:50 (GMT)
Never write preview data when doing memsave (i.e. undo).

Takes useless space, and they even could easily get out of sync.

Also, some minor preparative work to (re)generate previews on file write,
if needed!
December 16, 2014, 10:12 (GMT)
Reshufle a bit icon/preview size defines.

We now have a _RENDER_ variant of those, used when creating the previews,
so that we create 32x32 icons needed for those special screens...
December 16, 2014, 08:56 (GMT)
Some minor refinement regarding overlayed icons.

Note, even when unpremultiplying alpha, we still have 'breadcrumbs' around
icons, not sure why...
December 16, 2014, 08:18 (GMT)
Merge branch 'master' into asset-experiments
December 15, 2014, 19:51 (GMT)
fix: load inner vertex group now directly after blend has been loaded (no additional refracture necessary)
December 15, 2014, 19:05 (GMT)
New python submodule `mathutils.interpolate` for various mesh interpolation and weighting methods.

This module will contain mirrored functions for calculating and applying
weights for points on a mesh. This includes barycentric and UV weighting
and possibly more advanced global weighting such as harmonic weights.

The naming should follow this scheme:
<type>_{2d,3d}_{calc,apply}

e.g.
poly_2d_calc
poly_2d_apply
uv_3d_calc
...

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D939
December 15, 2014, 18:55 (GMT)
A bit crappy, but working 'ID icons' over previews.
December 15, 2014, 16:10 (GMT)
Merge branch 'master' into wiggly-widgets
December 15, 2014, 16:08 (GMT)
Placeholder GPU functions to get GPU facemap index buffer. API should
allow a widget to draw a specific facemap bound to a mesh quickly.
December 15, 2014, 13:52 (GMT)
Refactor 'immediate search'

Previous implementation was uglyly relying on button using a specific
icon (VIEWZOOM) to enable this feature. Now we have a dedicated button flag
(UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA subtype (PROP_SEARCH) for that.

Also, if no icon is specified, it automatically set VIEWZOOM for it,
which saves us explicitely defining it in UI py code!

NOTE: this is to be committed asap in master, but has to wait for
after 2.73, so storing it here for now.
December 15, 2014, 13:01 (GMT)
Fix selection id not getting incremented in face-map bones
December 15, 2014, 12:36 (GMT)
fix for inner vertex groups (contains real inner shards vertices now only) and option for smooth inner faces (useful with following subsurf and displacement modifier, works properly with boolean only
December 15, 2014, 12:02 (GMT)
Cleanup: use ICON_DEFAULT_HEIGHT everywhere for ICON_SIZE_ICON

If we need bigger icon size for previews (like 32 instead of 16), then
it should be handled everywhere!
December 15, 2014, 11:28 (GMT)
Do not set filetype to IMAGEFILE when we get a preview, this is absolutely stupid!
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021