Revision 872c5d2 by Pablo Vazquez August 1, 2018, 22:52 (GMT) |
UI: Remove OpenGL Render operators from Render menu Rendering OpenGL/Preview is accessible from each editor. Render settings are accessible from the Film menu when in OpenGL/Preview engine. It wasn't always predictable especially with Workspaces without or with many viewports. Also reordering of items, renaming and removal of superfluous icons. |
Revision 9182881 by Campbell Barton August 1, 2018, 22:26 (GMT) |
Cleanup: warnings, trailing space |
Revision 504454e by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUMaterial: Normal Map Node: Make default inputs interactives |
Revision 48e661e by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUMaterial: Fix assert when shader failed to compile. |
Revision e8dd5e5 by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUMaterial: Make Mapping node use UBO storage This means tweaking parameter is now interactive and does not need to recompile the shaders. |
Revision ad64cb6 by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUMaterial: Make Localize tree live longer This is in order to reference the localized node->storage when populating the UBO data. |
Revision 4510f30 by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUMaterial: Fix nearest sampling texelFetch return vec4(0.0) if the target pixel is outside the texture rect. So we mimic the default repeate mode that we have for linear interpolation. Fix T56156 Mapping-Node doesn't work |
Revision c6f55fb by Clément Foucault August 1, 2018, 20:08 (GMT) |
GPUUniformBuffer: Fix bad memcpy error catched by asan We need to copy the size of the gputype not the padded type. |
Revision e50a3dd by Brecht Van Lommel August 1, 2018, 17:44 (GMT) |
Fix T56197: Cycles OpenCL build error after recent changes. |
Revision 86270b6 by Sergey Sharybin August 1, 2018, 16:43 (GMT) |
Subsurf: Evaluate all UV layers Before that it was only first UV layer which was properly evaluated, the rest were ignored. Now all layers are being properly handled. |
Revision 5b3b0ed by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Add API to provide vertex sharpness Currently unused, added for the future and API completeness. |
Revision 4fe14d6 by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Support subdivision of mesh with just loose elements |
Revision 6305849 by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Cleanup, remove unused mappings and topology queries |
Revision ec4ba68 by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Fix/workaround crashes and failures with non-manifold geometry The idea is simple: do not provide full topology to OpenSubdiv, leave edges creation to OpenSubdiv itself. This solves issues with non-manifold meshes which were known to fail, including the ones from T52059. On a positive side we can simplify our side of converter, keeping code shorter. it is still possible that we'll need to ensure all loops has same winding, but that is less things to worry about. |
Revision ebbeddd by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Use edge sharpness directly from converter Seems it's behaving correct now, surely more tests needed, but this is required for now to move forward. |
Revision 08e6bcc by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Support subdivision of loose elements Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's topology converter expects that there is no loose geometry, otherwise it is getting confused. For now solution is to create some sort of mapping from real Mesh vertex and edge index to a non-loose-index. Now the annoying part is that this is an extra step to calculate before we can compare topology, meaning FPS will not be as great as if we knew for sure that topology didn't change. Loose edges subdivision is different from what it used to be with old subdivision code, but probably nice feature now is that endpoints of loose edges are stay at the coarse vertex locations. This allows to have things like plane with hair strands, without need to duplicate edge vertices at endpoints. All this required some re-work of topology refiner creation, which is now only passing edges and vertices which are adjacent to face. This is how topology refiner is supposed to be used, and this is how its validator also works. Vertices which are adjacent to loose edges are marked as infinite sharp. This seems to be good-enough approximation for now. In the future we might tweaks things a bit and push such vertices in average direction of loose edges, to match old subdivision code closer. |
Revision 9e2f678 by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Fix mistake in atomic bitmap Internally values are stored as 32bit integers, no idea why i thought they were 8 bit. |
Revision 63dc52c by Sergey Sharybin August 1, 2018, 16:42 (GMT) |
Subsurf: Cleanup, remove dead code |
Revision 110abeb by Bastien Montagne August 1, 2018, 15:28 (GMT) |
Fix missing poll function for flip_matcap operator (see T56183). |
Revision be5ccb9 by Bastien Montagne August 1, 2018, 14:13 (GMT) |
Merge branch 'master' into blender2.8 |
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