Revision 3ad9cca by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 23, 2020, 14:15 (GMT) |
initial array allocator |
Revision dae7527 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 23, 2020, 13:31 (GMT) |
Merge branch 'master' into functions |
Revision 9f63f86 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) January 23, 2020, 11:34 (GMT) |
Merge branch 'master' into functions |
January 23, 2020, 10:24 (GMT) |
GPencil: Recalc UV along the stroke while drawing The data was not calculated for the buffer stroke and the texture was not right. |
January 23, 2020, 10:07 (GMT) |
GPencil: Fix onion skin in render This commit fix two problems: 1) The onion skin was visible in render if the layer had the onion skin to ON, but the general onion swith was off. This made different viewport and render. 2) The option to render onion skin was not supported. By default, the onion skin is hidden in render, but there is an option to enable in render output. |
January 23, 2020, 08:18 (GMT) |
Merge branch 'greasepencil-object' into greasepencil-refactor |
January 23, 2020, 08:18 (GMT) |
Merge branch 'master' into greasepencil-object |
January 23, 2020, 00:57 (GMT) |
OCIO: Fix curve cache preventing curvemapping update |
January 22, 2020, 23:16 (GMT) |
DRW: Remove DrawEngineType draw_background function This moves all background duties to the overlay engine which does alpha under drawing (sort of). This means keeping transparency info through the whole pipeline. For now I just updated workbench which surely still need some cleanups. Only Solid background is reimplemented. |
January 22, 2020, 23:01 (GMT) |
OCIO: Add back IMM hack This is needed to avoid crash in some circumstances. |
January 22, 2020, 21:19 (GMT) |
GPencil: Refactor: Fix missing material offset |
January 22, 2020, 18:49 (GMT) |
GPencil: Cleanup - Remove unused function |
January 22, 2020, 18:36 (GMT) |
Cleanup: EEVEE: Remove alpha checker drawing This will be ported to the overlay engine. |
January 22, 2020, 18:36 (GMT) |
DRW: Move Color-Management handling to draw manager This is first part of the color managmeent refactor. The drawing of the overlays is done in a sRGB texture to retain some bits of accuracy. The transform is applied after the overlays blending for now. There is much left to be done. |
January 22, 2020, 18:36 (GMT) |
Cleanup: EEVEE: Move debug draw to eevee_renderpass.c |
January 22, 2020, 18:36 (GMT) |
GPU: Add sRGB framebuffer support Only enable GL_FRAMEBUFFER_SRGB on framebuffer objects as the main framebuffer is likely to be srgb, and as of now we don't use linear color for area texture. |
January 22, 2020, 18:36 (GMT) |
GPUViewport: Cleanup and use always use RGBA16F |
January 22, 2020, 18:36 (GMT) |
Cleanup: OpenColorIO: Remove state tracking Theses are useless. Better assume the state is has been changed. |
January 22, 2020, 18:36 (GMT) |
DRW: Use Batch API instead of IMM for color managment A little cleanup that should avoid some state changes and pipeline stall. |
January 22, 2020, 18:36 (GMT) |
OpenColorIO: Improve/Cleanup Implementation This split the shader cache into caches for Shader, Lut and CurveMapping. This way we can have smoother updates when tweaking/animating the color managment (i.e. exposure and gamma should only recompile the shader). The curvemapping, predivide and dither options are no longer compile time optimized but use uniforms. I did not measure any performance difference. |
|
|
|


Master Commits
MiikaHweb | 2003-2021