Revision c6ea288 by Sergey Sharybin May 20, 2016, 16:05 (GMT) |
Support voronoi texture in GLSL shading It gives some slight differences on the plane corners, but can't really figure out source of the issue here yet. It's still better than fully white texture for the previews anyway. At this point we should perhaps ifdef chunks of the code in order to have faster GLSL compilation and probably even faster compiled code. Will look into this shortly. |
Revision ca8419e by Sergey Sharybin May 20, 2016, 14:58 (GMT) |
Support Cycles magic texture in GLSL viewport |
Revision a5a05fc by Thomas Dinges May 20, 2016, 14:50 (GMT) |
Cycles: Fix long compile time with MSVC. Compile time per kernel increased alot after recent image commits, re-shuffle some code to fix this. Patch by "LazyDodo". Differential Revision: https://developer.blender.org/D2012 |
Revision 7ab55d8 by Sergey Sharybin May 20, 2016, 14:39 (GMT) |
Support gradient Cycles texture in GLSL viewport |
Revision b79214b by Sergey Sharybin May 20, 2016, 14:13 (GMT) |
Support Cycles brick texture in GLSL viewport |
Revision 0405bbe by Sergey Sharybin May 20, 2016, 13:18 (GMT) |
Support Cycles's checker texture in GLSL shading |
Revision 9d19533 by Brecht Van Lommel May 20, 2016, 08:58 (GMT) |
Fix T48472: issue in array refactor, causing performance regression in BVH build. |
Revision 6e416b6 by Joshua Leung May 20, 2016, 07:09 (GMT) |
Fix T48470: Bendy Bones: Custom Handle References not being cleared when bone deleted In addition to the original bug report, I've gone through cleaning up a range of related bugs which only became clear when hunting around the code... * Custom Handle References weren't getting cleared when the bones they used got deleted. But, neither was the custom bone shape location/transform reference. * Various places where posebone settings are copied around were also missing code to handle the new Bendy Bone properties. (WHY DO WE HAVE SO MANY VARIATIONS OF COPYING POSE DATA!?!?) * If duplicating a Bendy Bone with custom references, and the custom references are also selected/duplicated, the new Bendy Bones will use the corresponding duplicated bones |
Revision 75a31c3 by Lukas Stockner May 19, 2016, 20:57 (GMT) |
Add Peak Memory as render stamp option This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer. Requested by @nutel. Reviewers: campbellbarton Subscribers: campbellbarton, nutel Differential Revision: https://developer.blender.org/D1989 |
Revision ad14c47 by Lukas Stockner May 19, 2016, 19:28 (GMT) |
Cycles: Add XML parsing of MappingNodes to Cycles Standalone Reviewers: dingto, sergey Differential Revision: https://developer.blender.org/D2009 |
Revision 01e86b2 by Campbell Barton May 19, 2016, 19:09 (GMT) |
Cleanup: warnings |
Revision 38f65c5 by Bastien Montagne May 19, 2016, 18:30 (GMT) |
Fix T48204: Generic Tablet on Linux - Erratic strokes with pressure sensitivity enabled. Once and for all - I hope! So, for the records: Xinput1 events' valuators have a first_axis and axis_count defining the 'range' of valid axes for that event - but valid data in the valuator's array **always** start at zero (which means that, if event reports first axis as being axis 2, axis 2's value is in axis_data[0]). |
Revision dedc995 by Thomas Dinges May 19, 2016, 14:32 (GMT) |
Cycles / CUDA: Don't use bundled kernel if Adaptive is enforced by the user. |
Revision c5893db by Campbell Barton May 19, 2016, 13:33 (GMT) |
Cleanup: misleading indentation |
Revision a4a968f by Bastien Montagne May 19, 2016, 12:44 (GMT) |
Dynapaint: parallelize drip effect. Was not so far, because this effect is not modifying its 'own' PaintPoint, which means it's not threadsafe. Since a global lock (mutex or spinlock) would not be much efficient (we need to lock a given point pretty much all the computaion cycle), and since locking a same PaintPOint from different threads at the same time is *very* unlikely, solution here is to use an 'array of locks', one for each PaintPoint (same thing as BLI_bitmap, using atomic ops to set/clear bits). Here in own test (complex dynapaint over a huge sphere combining all dynapaint types), it gives 20% speedup of the whole dynapaint simulation! Note: maybe we'd want to move that kind of bitlock into BLI lib some day - not totally sure how, so let's keep it local for now... |
Revision 4b81012 by Bastien Montagne May 19, 2016, 12:44 (GMT) |
Dynapaint: fix use of normal normalization in dynamicPaint_generateBakeData(). Vertex's normal is always normalized - and its conversion from short to float should not change that! On the other hand, linear interpolation of three normals **does not give a normalized vector** (unless all three inputs are exactly the same). Also, minor optimization, avoid recomputing that interpolated normal twice for each PaintUVPoint. |
Revision c9f1ed1 by Thomas Dinges May 19, 2016, 11:14 (GMT) |
Cycles: Add support for bindless textures. This adds support for CUDA Texture objects (also known as Bindless textures) for Kepler GPUs (Geforce 6xx and above). This is used for all 2D/3D textures, data still uses arrays as before. User benefits: * No more limits of image textures on Kepler. We had 5 float4 and 145 byte4 slots there before, now we have 1024 float4 and 1024 byte4. This can be extended further if we need to (just change the define). * Single channel textures slots (byte and float) are now supported on Kepler as well (1024 slots for each type). ToDo / Issues: * 3D textures don't work yet, at least don't show up during render. I have no idea whats wrong yet. * Dynamically allocate bindless_mapping array? I hope Fermi still works fine, but that should be tested on a Fermi card before pushing to master. Part of my GSoC 2016. Reviewers: sergey, #cycles, brecht Subscribers: swerner, jtheninja, brecht, sergey Differential Revision: https://developer.blender.org/D1999 |
Revision 03f846e by Sergey Sharybin May 19, 2016, 09:11 (GMT) |
Ignore vertex color when doing texture paint It was totally useless to multiply diffuse color with the vertex color when doing texture painting. It was masking actual texture and only was forcing artists to create an empty vertex color layer to work this around. |
Revision 89df672 by Campbell Barton May 18, 2016, 21:33 (GMT) |
CMake: use signed char for recastnavigation External libraries may need char to be signed. |
Revision 2067813 by Campbell Barton May 18, 2016, 21:12 (GMT) |
Cleanup: CMake indentation Also remove outdated comment |
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