Revision 8e3cefd by Campbell Barton May 20, 2017, 13:17 (GMT) |
DwM: Object mode empty-image support |
Revision 38a2bf6 by Sergey Sharybin May 20, 2017, 12:21 (GMT) |
Cycles: Cleanup, style and unused arguments - Some arguments were inapproriatry tagged as unused using (void)foo semantic. Only use such semantic in tricky casses, when something needs to be ignored in release builds or something is dependent on tricky ifndef policy. For rest of the cases just use void foo(int /bar*/) semantic, which ensures variable is not used. Solves confusion and code running out of sync with later development. - Used proper unused semantic to some arguments. - Added braces to make code easier to follow, tricky indentation with ifdef, uh. |
Revision 65aab6c by Campbell Barton May 20, 2017, 04:19 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 81e584e by Campbell Barton May 20, 2017, 04:01 (GMT) |
CMake: Use GCC7's -Wimplicit-fallthrough=5 Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress. |
Revision 6cd1d34 by Lukas Stockner May 19, 2017, 21:33 (GMT) |
Cycles Denoising: Prevent overfitting when using a very low radius For example, when using a radius of 1, only 9 pixels (due to weighting maybe even less) will be used, but the transform code may still decide to use a 5-dimensional (or even higher) fit. This causes severe overfitting and therefore weird pixel values. To avoid this, this commit limits the amount of dimensions to a third of the pixel number. For a radius of 3 or more, this doesn't change anything, but for 1 and 2 it can prevent fireflies and/or negative values being produced. |
Revision 3dee1f0 by Lukas Stockner May 19, 2017, 21:31 (GMT) |
Fix T51560: Black pixels on a denoising render Once again, numerical instabilities causing the Cholesky decomposition to fail. However, further increasing the diagonal correction just because of a few pixels in very specific scenes and settings seems unjustified. Therefore, this commit simply falls back to the basic NLM-filtered pixel if the more advanced model fails. |
Revision 177385d by Mai Lavelle May 19, 2017, 20:24 (GMT) |
Revision 996bf65 by Mike Erwin May 19, 2017, 20:12 (GMT) |
Clay/Eevee: fix more crash when entering edit mode Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel. Follow-up to 941e739d703542af1637c6a37953adac5f6b36bb |
Revision 8d7b98b by Mike Erwin May 19, 2017, 18:20 (GMT) |
OpenGL: cleanup material shader GLSL prefer vector math over scalar prefer * over / shorten vec3(x, x, x) to vec3(x) use clamp, max, etc. instead of custom logic declare loop vars as part of for loop spacing |
Revision a1c558e by Mike Erwin May 19, 2017, 18:20 (GMT) |
OpenGL: cleanup edit overlay shaders Mostly simple fixes to spacing & comments. |
Revision 941e739 by Mike Erwin May 19, 2017, 18:20 (GMT) |
Clay/Eevee: fix crash when entering edit mode vertexColor output was not being written --> shader failed to link --> assert hit while setting that shader's uniforms. Vertex attribs are smooth by default, so I shortened the declaration. @fclem or @dfelinto: is color = 0 ok here? |
Revision b6f5e8d by Bastien Montagne May 19, 2017, 17:40 (GMT) |
Fix T51524: Instantiated Hair Object which has dupligroup children and hidden orig objects of group crash at render. Note that this is speculative fix, actually precisely understanding what happens in this code is... not easy. |
May 19, 2017, 17:18 (GMT) |
Move particle drawing to object mode |
Revision 8561a2d by Mike Erwin May 19, 2017, 16:36 (GMT) |
OpenGL: remove BIT_OPERATIONS check from GLSL Since the upgrade we can use bitwise operations without checking. No more lame fallbacks! |
May 19, 2017, 16:01 (GMT) |
Fix issue with alpha layering for AA dot drawing |
May 19, 2017, 15:23 (GMT) |
Implement particle drawing with draw manager This still has a couple of issues: * Instancing is not working when multiple particle systems use the same primitive. Only the last particle system to be drawn with a particular primitive shows up. * Because of colors being passed as uniforms with static variables, the color of the collection of the last object to be evauluated is used for all particles being displayed. Also, note that while this is being drawn in the clay engine, this might be moved to the object mode later intead. Part of T51378 |
May 19, 2017, 15:23 (GMT) |
Change particle draw_size default and limits Particle draw size can now no longer be less than 1px, and the default value has been changed to 4. |
Revision ef3c255 by Mike Erwin May 19, 2017, 15:09 (GMT) |
Revision 648f2a6 by Mike Erwin May 19, 2017, 15:09 (GMT) |
OpenGL: convert old texture2D calls in built-in shaders |
Revision fa47437 by Mike Erwin May 19, 2017, 15:09 (GMT) |
OpenGL: clean up smoke & fire shaders TODO: swap gl_Vertex for vec3 pos, update smoke setup code |
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