Blender Git Commits

Blender Git "opensubdiv-modifier" branch commits.

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July 6, 2015, 11:39 (GMT)
Merge branch 'master' into opensubdiv-modifier

Conflicts:
source/blender/blenkernel/intern/DerivedMesh.c
source/blender/makesrna/intern/rna_userdef.c
June 16, 2015, 12:12 (GMT)
Merge branch 'master' into opensubdiv-modifier

Conflicts:
CMakeLists.txt
SConstruct
build_files/cmake/macros.cmake
build_files/scons/tools/Blender.py
build_files/scons/tools/btools.py
source/blender/blenkernel/intern/scene.c
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/GPU_extensions.h
source/blender/gpu/GPU_material.h
source/blender/gpu/SConscript
source/blender/gpu/intern/gpu_codegen.c
source/blender/gpu/intern/gpu_codegen.h
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_extensions.c
source/blender/gpu/intern/gpu_material.c
source/blender/makesdna/DNA_userdef_types.h
source/blender/makesrna/SConscript
source/blender/makesrna/intern/CMakeLists.txt
source/blender/windowmanager/CMakeLists.txt
source/blender/windowmanager/SConscript
August 8, 2014, 09:58 (GMT)
Merge branch 'master' into opensubdiv-modifier
August 6, 2014, 10:58 (GMT)
OpenSubdiv: Add check for changing crease

For now it re-creates topology from scratch, not sure we
can re-use previous topology at all in such cases. would
need to check with OpenSubdiv documentation.

This could make framerate of playback slower.
August 6, 2014, 10:24 (GMT)
OpenSubdiv: Define NOMINMAX on Windows platform

This way we can compile with current policy of OpenSubdiv,
this is for at least until this defines are figured out
from the OpenSubdiv side.
August 6, 2014, 10:18 (GMT)
OpenSubdiv: Initial support of crease

For now only works for display viewport and it's not dynamically
updating.

Dynamic update will be solved from Blender side, but rendering
is more tricky because it uses evaluator API which seems to
ignore crease tags currently.
August 6, 2014, 09:52 (GMT)
OpenSubdiv: Prevent garbage shading when displaying vertex colors/weights

This is for cases when vertex colors or weights are visualising. Currently
we don't have CD layers for this data and here we only make it so there's
no garbage displayed.

In the future we'll either need to have CD for this data or pass this data
as face-varying or vertex-varying data in OSD mesh.
August 6, 2014, 09:13 (GMT)
OpenSubdiv: Fix crash when switching object and edit modes

Crash was caused by by the OpenGL access from the treads.
August 6, 2014, 09:13 (GMT)
Merge branch 'master' into opensubdiv-modifier

Conflicts:
build_files/cmake/macros.cmake
extern/CMakeLists.txt
extern/SConscript
extern/clew/include/clew.h
extern/cuew/auto/cuew_gen.py
extern/cuew/src/cuew.c
source/blender/compositor/intern/COM_WorkScheduler.cpp
August 4, 2014, 18:20 (GMT)
OpenSubdiv: Fix wrong cached result in cuew when there's no CUDA
August 4, 2014, 17:08 (GMT)
OpenSubdiv: Missed this file in the previous commit
August 4, 2014, 16:56 (GMT)
OpenSubdiv: Update to the latest cuew/clew versions
August 4, 2014, 14:50 (GMT)
OpenSubdiv: Fix cimpilation error with SCons
August 4, 2014, 13:19 (GMT)
OpenSubdiv: Update wranglers and fix openmp typo
August 4, 2014, 12:38 (GMT)
Merge branch 'master' into opensubdiv-modifier
August 1, 2014, 14:06 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 30, 2014, 17:13 (GMT)
OpenSubdiv: Fix crash entering sculpt mode
July 30, 2014, 16:34 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 30, 2014, 16:24 (GMT)
OpenSubdiv: Support GPU tessellation in edit mode

This should speed up deformation-only modifications in edit
mode very well (assuming subsurf is the last modifier in the
stack).

This is so-called "seems to work" commit, requires much deeper
tests, mainly shading/texturing-wise.
July 30, 2014, 11:42 (GMT)
OpenSubdiv: Initial support of tanged spaced normal maps

Made it so tnagent space is being calculated from GLSL
instead of using CD_TANGENT layer (which is missing for
the OSD meshes).

For now used real basic tangent space calculation, which
is _really_ average and only looks ok-ish with high
enough number of faces.

This is to be improved further with either using different
tangent space calculation or using some sort of evaluator
from OSD (seems they've got some code for this, but it's
not that trivial to hook up for tests because of the way
how our GLSL pipeline is constructed).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021