July 31, 2013, 10:05 (GMT) |
* Fix accumulation working only when pressure alpha influence was active. * Draw stroke line with outline, it helps in backgrounds that do not have enough contrast. |
July 31, 2013, 09:42 (GMT) |
* Support undo for bucket fill * Color correct brush color properly. |
July 31, 2013, 05:42 (GMT) |
Moved the level of detail update after culling, and only doing the update for objects that have not been culled. |
July 31, 2013, 05:33 (GMT) |
Code cleanup. Removing dead code, adding comments, improving code readability, etc. |
July 31, 2013, 02:32 (GMT) |
fixed crash at shutdown caused by de-initializing GPU stuff after windows had been destroyed This makes me concerned about contexts and de-initialization. I think it will work OK as long as contexts share 'display lists', but there might still be some race conditions caused by resources being managed separately from the windows they are associated with... |
July 31, 2013, 01:10 (GMT) |
Modify libmv output types to store multiview reconstructions The libmv_solve function returns a libmv_Reconstruction which contains a EuclideanReconstruction. This class and its brother, ProjectiveReconstruction, store the results of a reconstruction. To make way for multiview reconstruction, modify these classes to store reconstructed camera poses associated with particular views. All libmv algorithms have been adjusted to meet the new API, temporarily assuming view 0 everywhere until they have also been multiviewified. |
July 30, 2013, 20:33 (GMT) |
Bucket fill for 2d painting. Warning, no undo supported yet. And changing the operator color on properties panel is problematic unfortunately since it the context is not set up correctly when changing tool options in 3d viewport toolbar. For now I have disabled it. This is quite a headache I must say :/ Also some minor code for gradients is included |
July 30, 2013, 04:55 (GMT) |
Blender now runs on OpenGL 3.2 Core profile without crashing. It does seem to have problems with the TRIPLE refresh method, however. Immediate mode converted to use vertex array and vertex buffer objects. ES might be broken now. |
July 29, 2013, 23:31 (GMT) |
workaround to get mali es emulator working properly, also, fixed a missing texture data format in my revised glaDrawPixelsSafe |
July 29, 2013, 20:28 (GMT) |
Generalized GL ES so that I could link to both ANGLE with Mali's OpenGL ES Emulator. I turns out that ANGLE accepts GL_UNSIGNED_INT as indexes when that isn't standard ES. I had to go ahead and fix my immediate mode index building code to be flexible about what types it uses. GLEW doesn't like Mali's driver because it eglGetCurrentDisplay doesn't work properly, but that just means it cannot load extensions, everything else seems as good as ANGLE. http://malideveloper.arm.com/develop-for-mali/tools/opengl-es-2-0-emulator/ |
July 29, 2013, 16:58 (GMT) |
Can compile with WGL to initialize ES on desktop, but it turns out my gpu doesn't support the WGL_EXT_create_context_es2_profile, so I can't test it :( |
July 29, 2013, 16:09 (GMT) |
some fixes so that the ES profile compiles and runs properly |
July 29, 2013, 14:47 (GMT) |
started working on getting blender to run under the core profile (with deprecated functions turned off), also sketching out a generic pixel format chooser |
July 29, 2013, 04:52 (GMT) |
Merged revisions 58516-58705 from trunk/blender |
July 28, 2013, 18:22 (GMT) |
A lot of misc. stuff with the WGL contexts. now the GLEW contexts get cleared and get created even if glew fails to initialize them compatibility, core, and ES profile support sRGB framebuffer creation removed dead code from WindowWin32 I'm overthinking the robustness of context creation, need to simplify later |
July 28, 2013, 15:07 (GMT) |
Merge trunk -r58694 into soc-2013-paint |
July 28, 2013, 09:36 (GMT) |
Fix alignment indentation Although file is tab indented, split lines should be aligned with spaces. |
July 27, 2013, 20:59 (GMT) |
Got GLEW_MX working with GHOST_ContextEGL |
July 27, 2013, 20:42 (GMT) |
Frees a BMesh data, obtained from the function DM_to_bmesh. |
July 27, 2013, 20:32 (GMT) |
Enabled GLEW_MX and got it working with GHOST_ContextWGL GLEW_MX puts each set of GL entry points into its own independent context. This should reduce the possibility of WGL and GL getting mismatched. It should also allow desktop and embedded GL to live in the same program at the same time, which isn't really the end goal, but if multiple versions of OpenGL could run in the same instance of Blender it would mean that GL contexts are well managed and encapsulated. The biggest chore is probably sharing textures between alien contexts, however, I believe that problem can be solved by the same mechanism that will be needed to allow Blender to recover from power management events on mobile devices (and probably also the desktop when using ES). Not going to go too far down that road now, but this is the foundation. |
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