Blender Git Commits

Blender Git "opensubdiv-modifier" branch commits.

Page: 9 / 10

May 26, 2014, 09:01 (GMT)
Merge branch 'master' into opensubdiv-modifier
May 26, 2014, 08:58 (GMT)
Fix compilation error in Compositor after clew updates
May 25, 2014, 02:34 (GMT)
Make OpenSubdiv-CAPI aware of clew

So now OpenCL backennd is expected to be portable across the platforms.

Requires latest dev branch of OpenSubdiv dev branch.
May 21, 2014, 13:09 (GMT)
Fix debug build compilation on linux
May 20, 2014, 20:02 (GMT)
Move libclew from intern to extern
step 1 of sharing it between compositor, cycles and opensubdiv
May 20, 2014, 19:46 (GMT)
OSX: compile options to make osd work
May 18, 2014, 13:21 (GMT)
Update Ceres to latest upstream version

Brings new bounds limiting and also prepares build system
for the changes in the upstream.

Namely shared_ptr header and namespace is now being detected
by a build system rather than by hacks in the code.
May 15, 2014, 07:44 (GMT)
Fix compilation error when using Msvc2012

Msvc2008 is not supported because of missing precompiled
libraries. Not in the mood of spending time on making libs
for 2008 yet, because they're likely to be re-compiled still
in order to have proper runtime cuda/opencl detection and
not making blender.exe depending on cuda/opencl.
May 14, 2014, 10:13 (GMT)
Fixed for SCons

Makes blender compilable with scons on linux.
Also solves compilation error with OpenSubdiv disabled.
May 13, 2014, 17:59 (GMT)
Merge branch 'master' into opensubdiv-modifier
May 12, 2014, 09:20 (GMT)
hack up simple subdivisions in

Currently it'll still use legacy subsurf code.
May 11, 2014, 18:47 (GMT)
Prevent crashes with meshes without faces

Rather strange crash from OpenSubdiv side, will investigate
it later. For now let's just not crash from Blender side.
May 11, 2014, 18:34 (GMT)
Fix crash when compute type from user prefs is not supported by OpenSubdiv
May 11, 2014, 17:33 (GMT)
Fix accidental crashes when changing subdiv level

Issue was caused by freeing GLMesh from non-main thread.
Since this might invoke OpenGL calls, better to free the
mesh from main thread instead.
May 11, 2014, 17:17 (GMT)
Expose OpenSubdiv compute type to user preferences

Pretty much straightforward change actually.

NOTE: Use with care! Opening userpref during animation
playback crashes Blender here. Should be some sort of
OpenGL context issue, will investigate it later.

Also committing file missing from previons commit.
May 11, 2014, 16:33 (GMT)
Further refactor of OpenSubdiv C-APi

Now it's possible to create GL Mesh with different types
of controllers and it's OpenSubdiv API which would worry
about how to allocate the controller.

Currently not exposed to UI and still hardcoded to CUDA.x
May 11, 2014, 14:04 (GMT)
Skip DM face initialization when GPU backend is possible to use

Currently only last SS modifier in the stack is capable of using
GPU for tessellation. If there are any modifiers on top of SS then
CPU is gonna to be used (even if the modifier is disabled).

There's still uite reasonable amount of overhead happening, but
that's task for further design changes. For now let's make all
the bits working and when it's clear how it all communicates
re-design drawObject, derivedmesh and probably other areas.
May 11, 2014, 12:43 (GMT)
Initialize osd_index of vert when adding vertex to the map

Saves some time when doing evaluation or GL drawing.
May 11, 2014, 11:51 (GMT)
Fix memory leak around source config

There are also some other leaks happening in OpenSubdiv,
for until fixes are merged to upstream consider using

https://github.com/Nazg-Gul/OpenSubdiv
May 11, 2014, 10:12 (GMT)
Move towards GPU-side tessellation

Currently only lands all the basics which are needed to
support using GPU tessellator from the OpenSubdiv library.

CPU evaluation is disabled in purposes of testing GPU side,
which means bounding box is wrong, edges are not displayed,
textured mode is likely also broken since now.

Data structures layout and API is not final at all, it is
just a cleaned version from the patch which i had last week.
All the drawing should be moved outside from the CCGSubSurf
structure and become some more generic functions in bf_gpu.

Also currently tessellation is hardcoded to use CUDA backend,
would either become an user preference or some automatic mode
in the future.

Wouldn't recommend using this state in the production, it's
still just a basis for further development and doing some
tests.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021