Revision 8529b2f by Benoit Bolsee June 9, 2016, 20:15 (GMT) |
BGE: alpha on frame buffer and precedence of MSAA over swap. A new option '-a' can be passed to the blenderplayer. It forces the framebuffer to have an alpha channel. This can be used in VideoTexture to return a image with alpha channel with ImageViewport (provided alpha is set to True on the ImageViewport object and that the background color alpha channel is 0, which is the default). Without the -a option, the frame buffer has no alpha channel and ImageViewport always returns an opaque image, no matter what. In Linux, the player window will be rendered transparently over the desktop. In Windows, the player window is still rendered opaque because transparency of the window is only possible using the 'compositing' functions of Windows. The code is there but not enabled (look for WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires a DLL that is only available on Vista and up. give precedence to AA over Swap copy: Certain GPU (intel) will not allow MSAA together with swap copy. Previously, swap copy had priority over MSAA: fewer AA samples would be chosen if it was the condition to get swap copy. This patch reverse the logic: swap copy will be abandonned if another swap method (undefined or exchange) will provide the number of AA samples requested. If no AA samples is requested, swap copy still has the priority of course. |
Revision 5da02ab by Campbell Barton June 9, 2016, 20:11 (GMT) |
GPU: only call glShadeModel when needed |
Revision efd547f by Campbell Barton June 9, 2016, 20:09 (GMT) |
GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers Also add utility functions: GPU_basic_shader_bind_enable/disable so we don't have to get the previous state every time and manipulate it |
Revision 46e1d85 by Campbell Barton June 9, 2016, 19:51 (GMT) |
Reduce conflicts be keeping same indent-level as master |
Revision c96d4ec by Campbell Barton June 9, 2016, 19:46 (GMT) |
Merge branch 'master' into blender2.8 |
June 9, 2016, 19:38 (GMT) |
Flat shading for basic shader The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958 |
Revision a151806 by Campbell Barton June 9, 2016, 19:17 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 10d57f9 by Campbell Barton June 9, 2016, 19:15 (GMT) |
Merge branch 'master' into blender2.8 |
Revision d733826 by Bastien Montagne June 9, 2016, 15:53 (GMT) |
Fix T48614: Blender from buildbot crash when Separate selection in this particular scene. Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid, it would not be returned by mempool iterator step, which would always return NULL in that case. |
Revision 20f0e2f by Sergey Sharybin June 9, 2016, 07:53 (GMT) |
Compilation error fix after recent cleanup Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;) |
Revision 88ac2d3 by Campbell Barton June 8, 2016, 19:44 (GMT) |
Cleanup: GPU arg wrapping |
Revision 5065343 by Campbell Barton June 8, 2016, 19:38 (GMT) |
Cleanup: GPU headers |
Revision d01499a by Campbell Barton June 8, 2016, 19:17 (GMT) |
GPU: avoid disabling basic-shader for lasso Replace glDrawPixels w/ glaDrawPixelsTex |
Revision 69bf7a4 by Campbell Barton June 8, 2016, 19:17 (GMT) |
Fix armature stick draw, unpack-alignment was set but never restored Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender. |
Revision b41cfb5 by Campbell Barton June 8, 2016, 19:17 (GMT) |
glutil: add glaGetOneInt helper |
Revision b32fd19 by Sergey Sharybin June 8, 2016, 15:33 (GMT) |
Depsgraph: Avoid redundant connection from IK solver to chain Could give barely measurable speedup on a complex rigs. |
Revision c683c38 by Sergey Sharybin June 8, 2016, 15:33 (GMT) |
Depsgraph: Remove unused code Became obsolete after recent changes. |
Revision bdd855a by Sergey Sharybin June 8, 2016, 15:33 (GMT) |
Depsgraph: Optimize flush update when there's few objects and fewzillions of bones Avoid annoying checks form inside operations loop, gives few percent speedup in files like army_of_blenrigs. |
Revision b9de44f by Campbell Barton June 8, 2016, 14:44 (GMT) |
GPU: fix texface image w/ basic-shader |
Revision fc96110 by Julian Eisel June 8, 2016, 14:05 (GMT) |
Make uiLists placed in popups usable It's still not completely working - there are still some glitches - but far better than before. To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter. Changes I had to do: * Call uiList handling from menu/popup handling if needed. * Make uiList handling use special popup refresh tag if placed in menu. * Allow popups invoked from py operator to tag for refresh by using operator 'check' callback. * Tag popup for refresh when resizing uiList. Mostly fixes T48612. |
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