Revision 245e01c by Sybren A. Stüvel April 8, 2018, 11:46 (GMT) |
Encoding panel clarifications The encoding panel mentions "None" in a few places, which is confusing. - "Codec: None" now reads "No Video" - "Audio Codec: None" now reads "No Audio" - "Output Quality: None; ..." now reads "Constant Bitrate" When selecting "No Video" the remaining video encoding options are hidden, making it even more explicit that there will not be video in the output file. The label "Codec" now reads "Video Codec" for symmetry with "Audio Codec". |
Revision 0b5ebb3 by Clément Foucault April 7, 2018, 23:14 (GMT) |
BLF: Fix problem with bound texture. Previous code was assuming that the glyph texture would remain bound to GL_TEXTURE0 until the cache would be drawn. This is not always the case, so better save the texture and rebind it before drawing. |
Revision 3725d82 by Clément Foucault April 7, 2018, 23:00 (GMT) |
BLF: Opti: More clever sampling for blured glyphs. Reduce the number of sampled required for blurring by using filtered texture samples. This changes the result a bit but it is not noticable. |
Revision 987c56c by Clément Foucault April 7, 2018, 22:44 (GMT) |
BLF: Opti: Draw only one quad per shadow/blurred glyph. This port the Blurring of blf fonts to the final drawing shader. We add a bit of extra padding to each glyph so that jittering the texture coord does not sample the neighbor glyphs. |
Revision e0452cc by Campbell Barton April 7, 2018, 17:54 (GMT) |
Fix edit-mesh select next Last change introduced error, return would stop looking over candidates. D3137 by @nBurn |
Revision 4db3b4d by Sergej Reich April 7, 2018, 15:37 (GMT) |
Bullet: Fix velocity calculation of new spring constraint This is a backport of bullet commit: 86ca7dc |
Revision 1a33707 by Clément Foucault April 7, 2018, 11:59 (GMT) |
UI: Fix waveform widget text drawing. Flush the text cache so that we have proper scissor test and ordering. |
Revision 2d61897 by Clément Foucault April 6, 2018, 21:54 (GMT) |
UI: Perf: Port color widgets to batch. This is more for completeness than perf. Shader is tiny bit more complex but we get less overdraw and drawcalls. |
Revision 3e998b8 by Campbell Barton April 6, 2018, 16:31 (GMT) |
Fix object mode workspace check |
Revision 4a2b64e by Campbell Barton April 6, 2018, 16:17 (GMT) |
Minor change to last commit |
Revision 6b2cf4e by Campbell Barton April 6, 2018, 16:15 (GMT) |
Delete object crashed (missing NULL check) Error in recent removal of workspace.object_mode |
Revision 4e52724 by Clément Foucault April 6, 2018, 13:39 (GMT) |
UI: Perf: Optimize F-curve handles drawing. 50% less time in my test when all handles are selected. |
Revision 39b654f by Clément Foucault April 6, 2018, 12:30 (GMT) |
UI: Perf: Use widget base batching Overall 10% more performance on general UI drawing time. This commit can introduce ordering problem on some elements. In this case you need to flush the widget cache to ensure the element that is going to be drawn is drawn on top of any widget base. To flush the cache use UI_widgetbase_draw_cache_flush. This is already done for BLF and Icons. |
Revision 5441e48 by Clément Foucault April 6, 2018, 12:30 (GMT) |
Style: Remove duplicated struct declaration. |
Revision 21113ad by Clément Foucault April 6, 2018, 12:25 (GMT) |
UI: Perf: Add batching capability to widgets. Similiar to how we batch Icons together. This is not enabled in this commit. |
Revision fcb4aaf by Clément Foucault April 6, 2018, 12:22 (GMT) |
GPUShader: Add GPU_SHADER_2D_WIDGET_BASE_INST shader. This will let us draw multiple widget base at once. |
Revision d2e1a14 by Gaia Clary April 6, 2018, 11:06 (GMT) |
Fix Collada: nullptr is a c++11 keyword. Changed to NULL |
Revision fe73c12 by Gaia Clary April 6, 2018, 10:42 (GMT) |
Fix Collada: Import of animations for objects with multiple materials When importing multiple materials for one object, the imported material animation curves have all been assigned to the first material in the object. This fix also improves the console logging whenever the importer finds a consistency problem with the imported animation data. |
Revision 4de70da by Campbell Barton April 6, 2018, 08:47 (GMT) |
Cleanup: style, doxy headers |
Revision 4a73127 by Clément Foucault April 6, 2018, 08:25 (GMT) |
UI: Perf: Improve ui_draw_dropshadow. Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch. This mean less overdraw and less drawcalls. I had to hack the opacity falloff curve manually to get approximatly the same result as previous technique. I'm sure with a bit more brain power somebody could find the perfect function. |
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