Revision a597a38 by Antonis Ryakiotakis July 19, 2015, 16:35 (GMT) |
Properly fix T45477 Code was actually skipping setting color selection indices and previous commit actually broke mask selection in texture painting. All should work now. |
Revision 8f1c1ef by Antonis Ryakiotakis July 19, 2015, 16:04 (GMT) |
Fix T45477 wrong edge selection. Caused by own changes to framebuffer selection code, code was not packing color ids correctly. |
Revision d712dc5 by Bastien Montagne July 19, 2015, 14:25 (GMT) |
Fix T45495: Armatures using the iTaSC IK solver causes UI truncation in bone constraints panel. Caused by rB404f9ddc37fc, cleanup is OK but please double-check changes before committing. :( |
Revision 23c7603 by Campbell Barton July 18, 2015, 23:53 (GMT) |
CMake: correct generated location for buildinfo.h |
Revision 1e10e4e by Campbell Barton July 18, 2015, 23:51 (GMT) |
Fix error when getting the commit time fails While this should work, allow the build to succeed if for some reason the command fails. |
Revision 4bca8a6 by Sergey Sharybin July 18, 2015, 21:30 (GMT) |
Fix T45484: Regression OpenCL split: access violation That was a primary school error caused by moving statements inside assert() which effectivly disabled crucial code in release builds. |
Revision faeac63 by Sergey Sharybin July 18, 2015, 21:10 (GMT) |
Cycles: Fix compilation of OpenCL kernel after point density commit |
Revision 003b568 by Sergey Sharybin July 18, 2015, 20:57 (GMT) |
Point density: Workaround for possible race condition There was possible race condition in the point density sampling caused by access to the same data in particle system from sampling thread and sampling initialization. Could have happened when two different point density textures were using same particle system |
Revision 9b40616 by Sergey Sharybin July 18, 2015, 20:49 (GMT) |
Cycles: Point density texture support This commit implements point density texture for Cycles shading nodes. It's done via creating voxel texture at shader compilation time, Not totally memory efficient, but avoids adding sampling code to kernel (which keeps render time as low as possible), In the future this will be compensated by using OpenVDB for more efficient storage of sparse volume data. Sampling of the voxel texture is happening at blender side and the same code is used as for Blender Internal's renderer. This texture is controlled by only object, particle system and radius. Linear falloff is used and there's no turbulence. This is because falloff is expected to happen using Curve Mapping node. Turbulence will be done as a distortion on the input coordinate. It's already possible to fake it using nose textures and in the future we can add more proper turbulence distortion node, which then could also be used for 2D texture mapping. Particle color support is done by Lukas, thanks! |
Revision 7d10798 by Sergey Sharybin July 18, 2015, 20:09 (GMT) |
Cycles: Add voxel texture sampler shader node The idea of this node is to sampling of 3D voxels at a given coordinate supporting different mapping strategies (world space mapping, object local space etc). Currently not in use, it's a preparation step for supporting point density textures. |
Revision 2f15a1f by Sergey Sharybin July 18, 2015, 19:42 (GMT) |
Point density: Add utility function to sample density outside of render pipeline Not currently used, it's a preparation for the further work. Should not be functional changes. |
Revision 92a3799 by Sergey Sharybin July 18, 2015, 16:17 (GMT) |
Cycles: Camera frustum space object culling scene simplification The idea is to give artists a simplier way to control memory usage in such scenes as grass fields by doing automatic object culling based on whether object is visible in the frame or not. This is controlled on per-object level. In order to use this option few steps are required: - Enable Simplify in scene settings - Enable Camera Cull option in the Simplify panel - Set camera cull margin (measured in relative value to the render resolution) This setting is used to avoid possible flickering caused by changes in shadow which are cast by objects outside of the frame. - Enable Camera Cull for objects which are desired to be culled (object culling option could be found in Option panel in object buttons). There is still room for improvements, but this worked quite well during Gooseberry open movie project, so think it's useful feature even in it's current non-ideal state. |
Revision 2ccfbf2 by Sergey Sharybin July 18, 2015, 14:26 (GMT) |
Cycles: Commit file missing from conditionally compiling baking kernel |
Revision cf14437 by Sergey Sharybin July 18, 2015, 14:02 (GMT) |
Cycles: Log requested device features Useful to have this always logged because otherwise it's needed to remove cached kernels and check build flags to see which features are enabled. |
Revision 45b5bf0 by Sergey Sharybin July 18, 2015, 14:02 (GMT) |
Cycles; Make baking a feature-specific option This means render devices now might skip building baking kernels in cases when only actual render-related functionality is used. For now it's only implemented for OpenCL split kernel device and mainly needed to work around some compiler-specific bugs which crashes on building the kernel. Using OpenCL for baking might still crash the driver, but at least there is now higher probability of that GPU will be usable to render the scene. Real fix should actually be done in the driver side. |
Revision 36a952e by Sergey Sharybin July 18, 2015, 14:02 (GMT) |
Cycles: Use feature-selective base kernel compilation when using split kernel The idea is to make all kernels as small as possible to work around possible issues with buggy drivers which might fail building feature-complete kernels. It's indeed just a workaround to make at last simple test scenes to render on OpenCL. Real fix should happen from the driver side. |
Revision 5e4a8c6 by Sergey Sharybin July 18, 2015, 14:02 (GMT) |
Cycles: Some cleanup if OpenCL base kernel load_kernel() Hopefully makes it less clumzy, should be no functional changes still. |
Revision 025eda5 by Sergey Sharybin July 18, 2015, 14:02 (GMT) |
Cycles: Make OpenCL cache follow out code style a bit closer |
Revision 2ad3a1d by Campbell Barton July 18, 2015, 13:51 (GMT) |
Use gpu-buffers for UV-edge drawing |
Revision f5629b7 by Bastien Montagne July 18, 2015, 12:45 (GMT) |
Fix/enhance behavior of VES's 'alt-rmb' selection. Main issue in previous code was that you could not shift-alt-rmb select several contiguous strips, result was pretty much unusable. Also, enhanced general behavior of this selection mode, now (similar to alt-rm clicking on handles), when you alt-rmb click on a same strip several times, you alternate between: * Strip is selected, neighbor handles are selected; * Strip and its handles are selected, neighbor handles are selected. �?�which allows you to either grab or slide the strip. And refactored a bit code too, linked_handle has a complete different logic than without this option, simpler and clearer to completely separate them in code. Initial issue reported by Leon Cheung on IRC, thanks! |
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