Blender Git Commits

Blender Git "master" branch commits.

Page: 2260 / 5574

October 24, 2016, 14:56 (GMT)
Cycles: Add AVX2 path to subsurface triangle intersection

Similar to regular triangle intersection case. Gives about 3% speedup rendering
SSS object on my desktop,

Question: how to avoid such a code duplication in a nice way without speed loss?
October 24, 2016, 12:58 (GMT)
Viewport: fix depth filled before solid plates
October 24, 2016, 12:18 (GMT)
Cycles: Don't use guarded vector for statically initialized data

This will confuse hell of a guarded allocators because it is possible
to have allocation happened prior to Blender's guarded allocator is
fully initialized.

This was causing crashes and assert failures when running blender
with fully guarded memory allocator.
October 24, 2016, 12:04 (GMT)
Cycles: Fix shadowing variable which also causes use of uninitialized variable

Was causing wrong aperture for panorama cameras.

Seems to be a regression in 371d357.
October 24, 2016, 11:47 (GMT)
Cycles: Fix static initialization order fiasco

Initialization order of global stats and node types was not strictly
defined and it was possible to have node types initialized first and
stats after that. This will zero out memory which was allocated from
the statistics causing assert failure when de-initializing node types.
October 24, 2016, 10:54 (GMT)
Cycles: Fix uninitialized variable from the previous commit
October 24, 2016, 10:31 (GMT)
Cycles: Remove explicit std:: from types where possible

We have our own abstraction level on top of the STL's implementation.
This commit will guarantee our tweaks are used for all cases.
October 24, 2016, 10:26 (GMT)
Cycles: Cleanup, style
October 24, 2016, 09:47 (GMT)
Fix T49818: Crash when rendering with motion blur

It was possible to have non-initialized unaligned BVH split
to be used when regular BVH split SAH was inf. Now we ensure
that unaligned splitter is only used when it's really initialized.

It's a regression and should be in 2.78a.
October 24, 2016, 09:47 (GMT)
Cycles: Cleanup, spaces
Revision 6388d0c by Mike Erwin
October 24, 2016, 09:06 (GMT)
OpenGL: triple buffer tweaks

Works great on Mac now. Will test on Windows & Linux (Mesa) tomorrow. Related to T49505

Main fix is glActiveTexture and immUniform1i.

TEXTURE_2D vs TEXTURE_RECTANGLE is now a compile-time option. Both are available starting in GL 3.1 so there's no need for a run-time check.

Removed glClears that I don't think are necessary.

Prevent TEXTURE_2D from creating extra mipmap levels. We only need level 0.

Some minor cleanup: booleans and variable declarations.
October 24, 2016, 08:25 (GMT)
Fix unlikely uninitialized pointer usage.

Reported by Coverity.
October 24, 2016, 08:13 (GMT)
Fix T49827L Crash linking material while in Material viewport shading mode

Material linking might and does change the way how drawObject is calculated
but does not tag drawObject for recalculation in any way.

Now use dependency graph to tag draw object for reclaculation. Currently do
this using OB_RECALC_DATA taq since tagging is not very granular yet. In the
future we can introduce ore granular tagging in the new dependency graph
easily.

Simple and safe for 2.78a.
October 24, 2016, 08:06 (GMT)
Fix mistake in BKE_mesh_new_from_object handling of materials in MetaBall case.

Typo, spoted by Coverity scan.

To be backported to 2.78a.
Revision 1abdb0c by Mike Erwin
October 24, 2016, 03:37 (GMT)
OpenGL: add NormalMatrix & inverse to new API

Part of T49450
Revision 2cb45c9 by Mike Erwin
October 24, 2016, 03:22 (GMT)
a place to cache draw data in DerivedMesh

DerivedMesh owns this cache and cleans up as part of DM cleanup. DM has no idea what is stored in this cache. Loose coupling FTW
Revision e53ab2b by Mike Erwin
October 24, 2016, 03:16 (GMT)
Gawain: fixups & progress for batch API

Revision dabbe6e by Julian Eisel
October 23, 2016, 22:03 (GMT)
Fix memory leak when using depth-only shader
October 23, 2016, 15:48 (GMT)
API doc: enable 'split index' option.
October 23, 2016, 12:35 (GMT)
Displace modifier: add global/local space option for X/Y/Z/XYZ directions.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2309
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021