Blender Git Commits

Blender Git "master" branch commits.

Page: 2154 / 5574

April 10, 2017, 14:30 (GMT)
GPencil 2D drawing code: minor optimization.

Do not recompute both points's 2D coordinates for each segments, we can
copy over from previous one... Does not gives any measurable speedup off
hands, though.
April 10, 2017, 14:20 (GMT)
Fix compilation error with strick flags caused by missing abort()
April 10, 2017, 14:16 (GMT)
Fix T51158: Motion Tracking Movie clip editor graph
April 10, 2017, 14:02 (GMT)
Tracking: Fix use-after-free bug
Revision 358def1 by Luca Rood
April 10, 2017, 13:55 (GMT)
Install deps: Fix compilation error of Alembic

Couple of things here:

- Boost is not necesserily compiled into your /opt/lib and system-wide
version might have been used. The recent change in Alembic did not
take this into account.

- Alembic needs some extra component of Boost.
This part might be missing now for other distros than DEB.
April 10, 2017, 13:53 (GMT)
Fix glCheckFramebufferStatusEXT
April 10, 2017, 13:31 (GMT)
Cycles: Apparently board name could be an empty string
April 10, 2017, 13:17 (GMT)
First batch of PRIM_QUAD_XXX replacement by PRIM_TRIANGLES.
April 10, 2017, 12:53 (GMT)
Upgrade glew to v2.0
April 10, 2017, 12:44 (GMT)
Cycles: Workaround cubic volume filtering crashing on Linux

The issue was caused by recent change in inline policy.

There is some sort of memory corruption happening here, ASAN suggests
it's stack overflow issue. Not quite sure why it is happening tho and
was not able to solve anything here yet in the past hours.

Committing fix which works with a big TODO note.

The issue is visible on AVX2 machine when rendering cycles_reports_test.
April 10, 2017, 12:44 (GMT)
Cycles: Fix compilation error of AVX2 kernels with SSE optimization disabled
April 10, 2017, 12:44 (GMT)
Cycles: Cleanup, indentation and trailing whitespace
April 10, 2017, 11:12 (GMT)
PyAPI: Fast buffer access to id property arrays

Support Python's buffer protocol for ID-properties.
April 10, 2017, 10:36 (GMT)
Eevee: First Shadows implementation

Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.

Support Projection Shadow Map for sun like in old BI/BGE.

Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.

Shadows are only hardware filtered. Prefiltered shadows and settings comming next.
April 10, 2017, 10:36 (GMT)
Draw Manager: Use Texture flag in Framebuffer init.
April 10, 2017, 10:36 (GMT)
GPUTextures: Work on cubemap support and array textures
April 10, 2017, 10:36 (GMT)
Eevee: Fix spot lights
April 10, 2017, 10:21 (GMT)
Make build with GL 3.3 again

This is a workaround while the PRIM_QUADS_XXX are still in the code
April 10, 2017, 08:08 (GMT)
Layers unittest: layer_cyncing test was not being called
April 10, 2017, 08:03 (GMT)
Unitettesting: Force python errors to show as error
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021