Blender Git Commits

Blender Git "master" branch commits.

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Revision 99db1b8 by Mike Erwin
October 9, 2016, 14:53 (GMT)
fix shaders for picky GLSL compilers

@zeauro reported this issue:
texture2DRect needs the ARB_texture_rectangle extension.
But isn't that an OpenGL 2.1 feature and should be part of GLSL 1.2+?

This should fix it, and future shaders should do something similar.
October 9, 2016, 13:49 (GMT)
Cycles: Split device_opencl.cpp into multiple files for easier maintenance

There are no user-visible changes, just some internal restructuring.

Differential Revision: https://developer.blender.org/D2231
Revision 1fad269 by Daisuke Takahashi / Bastien Montagne
October 9, 2016, 11:17 (GMT)
Fix T49609: Point density textures: vertex colors are not properly averaged in BI

Nice to have in 2.78a, though not a regression.
October 8, 2016, 23:54 (GMT)
CMake changes for new macOS target 10.9 / libc++ libraries.

Differential Revision: https://developer.blender.org/D2283
Revision a2471d2 by Mike Erwin
October 8, 2016, 20:58 (GMT)
Gawain: validate inputs to add_attrib

Should help prevent errors when building vertex formats.
October 8, 2016, 17:13 (GMT)
Ammend to rB00dc0666b3fe: forgot to fix boid->ground of first particle.

This code is confusing, such dirty details should not sneak out of
particles' own private code. :(
October 8, 2016, 13:20 (GMT)
Fix T49608: runtime-only particle's boid->ground Object pointer was left dangling to invalid value in read code...
October 8, 2016, 13:03 (GMT)
Fix a few compile errors with C++11 on macOS.
October 8, 2016, 12:51 (GMT)
BLI_task: fix case were some pool could work in more threads than allowed.

We were checking for number of tasks from given pool already active, and
then atomically increasing it if allowed - this is not correct, number
could be increased by another thread between check and atomic op!

Atomic primitives are nice, but you must be very careful with *how* you
use them... Now we atomically increase counter, check result, and if we
end up over max value, abort and decrease counter again.

Spotted by Sergey, thanks!
Revision 187d8f4 by Mike Erwin
October 8, 2016, 07:34 (GMT)
OpenGL: fix smooth point fringe

Smooth edge was fading to transparent black instead of transparent color. My bad.
Revision 7a55261 by Mike Erwin
October 8, 2016, 07:27 (GMT)
OpenGL: draw f-curve points and handles with new imm mode

Got rid of GLU and some matrix manipulation. Everything is shader driven now, drawn with point sprites.

Still plenty to do in this file...

Part of T49042 and T49043
Revision 25e4dc4 by Mike Erwin
October 8, 2016, 07:11 (GMT)
OpenGL: shaders for smooth round points

Solid color with an optional outline.

size (diameter) and outlineWidth are in pixels.
Revision b071ac3 by Mike Erwin
October 8, 2016, 03:50 (GMT)
Gawain: allow immBeginAtMost, immEnd with no vertices

The whole point of BeginAtMost is to avoid counting before drawing. Sometimes the uncounted count is zero, and that's ok!
Revision 2a76da9 by Mike Erwin
October 8, 2016, 03:46 (GMT)
draw region emboss with new immediate mode

Simple convert of drawing emboss lines to new immediate mode.

Part of T49043

Reviewers: merwin

Reviewed By: merwin

Subscribers: dfelinto

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D2271
Revision a398cde by Mike Erwin
October 7, 2016, 22:51 (GMT)
Gawain: code cleanup & inline docs

Made function categories more clear & added more notes about how to use this API.

immEndVertex is no longer part of the public API.

Minor cleanup & organizing of recent additions.
Revision b613d25 by Mike Erwin
October 7, 2016, 19:03 (GMT)
Blender 2.8: OpenGL: replace old GL with the new immediate API in UI_draw_roundbox_gl_mode

I change UI_draw_roundbox_gl_mode to use immediate API.
The rest of the change is the call to the function.
I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use.
I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else.

Reviewers: merwin, dfelinto, Severin

Reviewed By: merwin

Subscribers: fablefox, Severin

Tags: #bf_blender_2.8, #opengl_gfx

Maniphest Tasks: T49043

Differential Revision: https://developer.blender.org/D2274
October 7, 2016, 18:47 (GMT)
Collision: skip expensive BVH update if the collider doesn't move.

Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.

The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.

Differential Revision: https://developer.blender.org/D2277
Revision 5c23b86 by Mike Erwin
October 7, 2016, 17:00 (GMT)
fix grid floor drawing assert

@dfelinto reported crash when setting grid subdivisions too low.

Code was setting color twice and Gawain was catching this. Fix is to only set regular grid color when we have regular grid lines to draw. Then emphasized grid lines are free to set their own color further down.
October 7, 2016, 16:50 (GMT)
Cycles: Fix OpenCL split kernel compilation after recent CUDA 8 performance fix
October 7, 2016, 15:46 (GMT)
OpenGL render: Limit number of scheduled frames for write

Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.

This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021