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. |
Revision 9ea71bc by Lukas Stockner 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. |
Revision 4cb60b1 by Brecht Van Lommel 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. |
Revision c275870 by Bastien Montagne 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. :( |
Revision 00dc066 by Bastien Montagne 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... |
Revision 74e0f90 by Brecht Van Lommel October 8, 2016, 13:03 (GMT) |
Fix a few compile errors with C++11 on macOS. |
Revision 0fe7446 by Bastien Montagne 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) |
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 |
Revision 0a2a006 by Alexander Gavrilov 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. |
Revision 2dccf5a by Lukas Stockner October 7, 2016, 16:50 (GMT) |
Cycles: Fix OpenCL split kernel compilation after recent CUDA 8 performance fix |
Revision 8e586c5 by Sergey Sharybin 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. |
|
|
|


Master Commits
MiikaHweb | 2003-2021