Revision 1c91b6e by Clément Foucault January 11, 2019, 15:00 (GMT) |
UVEdit: Port texpaint_loop_wire to batch request This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode. |
Revision 621a6d4 by Clément Foucault January 11, 2019, 15:00 (GMT) |
UVEdit: Add back uv angle stretch aspect correction This is now done in shader so that the batches are shared across ImageUV areas. |
Revision 5f3fdee by Clément Foucault January 11, 2019, 15:00 (GMT) |
UVEdit: Port batches to batch request This is in order to allow more spaces to have their batches created at the same time and sharing the batches. This is part of the effort fo making the drawing code more optimized. This commit however should not introduce any difference. This commit bypass the aspect ratio correction for angle stretch display but this should be fixed in the next commit. |
Revision 86ec304 by Clément Foucault January 11, 2019, 15:00 (GMT) |
WM: Use draw manager to draw UV image editor spaces This is in order to use batch cache directly without using tricks like batch presets reseting the VAOs. Note: For now it also create a depth buffer for this area which is not needed. We could get rid of this to lower VRAM usage. |
Revision 74260a2 by Clément Foucault January 11, 2019, 15:00 (GMT) |
BMesh: Add BM_face_calc_area_uv |
Revision b98e674 by Clément Foucault January 11, 2019, 15:00 (GMT) |
Texture Paint: Add filtering option for texture paint overlay The overlay should now use the texture interpolation setting in material mode. In image mode, there is now a new button to let the user choose the texture filter. The option is located in the Texture Slots popover and only shows in Image mode. |
Revision 9177bb3 by Clément Foucault January 11, 2019, 15:00 (GMT) |
Workbench: Support node texture "closest" interpolation option This makes it possible to paint pixel art using the workbench. Cubic interpolation is not supported but could be added if needed. |
Revision 1459a70 by Clément Foucault January 11, 2019, 15:00 (GMT) |
GPUShader: Cleanup Unused shaders |
Revision a46dc9b by Clément Foucault January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Cleanup Unused |
Revision 44e3fc6 by Clément Foucault January 11, 2019, 15:00 (GMT) |
Edit Mode Selection: Make Vertices not occluded by edges Debugging the edit mode selection I realized the vertices are often occluded by edges with the same depth. Sometime it can be the center pixel of a vertex point and that can lead to some selection issue. So I increased the offset a bit for the vertices and it seems to fix it. |
Revision 3bc8722 by Clément Foucault January 11, 2019, 15:00 (GMT) |
GPUMaterial: Cleanup / optimization |
Revision 55ddb21 by Clément Foucault January 11, 2019, 15:00 (GMT) |
Mesh Selection: Port to batch cache request This makes it more future proof and remove baked id offset inside the vbos. Instead we add the offset as a uniform. This makes it possible to reuse the vbos instead of discarding them all the time. Also using batch request may reduce batches creation time. |
Revision 4c0c4e7 by Clément Foucault January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Fix wrong assert |
Revision 9d19ff9 by Clément Foucault January 11, 2019, 15:00 (GMT) |
GPUShader: Add selection id shader This is to separate id drawing from standard color drawing. |
Revision 943852c by Clément Foucault January 11, 2019, 15:00 (GMT) |
Mesh Batch Cache: Put context evaluation out of batch cache This is in order to be able to call DRW_mesh_batch_cache_create_requested outside of the draw manager |
Revision bda2cd8 by Clément Foucault January 11, 2019, 15:00 (GMT) |
DRW: Fix texture paint crashing if object has no material slot |
Revision cca35c1 by Sergey Sharybin January 11, 2019, 14:09 (GMT) |
Merge branch 'blender2.7' |
Revision c1dd745 by Sergey Sharybin January 11, 2019, 14:03 (GMT) |
Fix T60227: Crash when Cycles uses more than system threads Tweaked scheduling so it survives this situation by scattering "extra" threads uniformly over all the NUMA nodes. There are still tweaks possible to make some specific hardware configurations work better. |
Revision e5a1a92 by Brecht Van Lommel January 11, 2019, 10:25 (GMT) |
Fix T60320: Cycles OpenCL denoising filter errors on some drivers. |
Revision 5793a84 by Antonio Vazquez January 11, 2019, 10:00 (GMT) |
GP: Count all strokes when use multiedit for VBO size When use multi frame edition, the initial size of the VBO must be bigger than normal edition because the realloc of VBO is very slow. |
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