Revision 6020d00 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles: add support for mesh deformation motion blur. |
Revision 8f33538 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: add motion sampled normals attribute. |
Revision 99f5993 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: improve vertex motion attribute storage and export. This now supports multiple steps and subframe sampling of motion. There is one difference for object and camera transform motion blur. It still only supports two steps there, but the transforms are now sampled at subframe times instead of the previous and next frame and then interpolated/extrapolated. This will give different render results in some cases but it's more accurate. Part of the code is from the summer of code project by Gavin Howard, but it has been significantly rewritten and extended. |
Revision 934767c by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: change curve key to float4 for easier storage as attribute. |
Revision 0509553 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: changes to make adding new primitive types easier. |
Revision 24ad7e0 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: add support for motion vertex attributes. |
Revision 41d1675 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: move more geometry code into per primitive files. |
Revision 84470a1 by Brecht Van Lommel March 29, 2014, 12:03 (GMT) |
Cycles code refactor: move geometry related kernel files into own directory. |
Revision 2100fb4 by Campbell Barton March 29, 2014, 11:38 (GMT) |
Code cleanup: avoid setting du/dv twice with ray intersection |
Revision fb0959f by Campbell Barton March 29, 2014, 11:24 (GMT) |
Code cleanup: replace dot with len_squared and is_zero checks |
Revision 6bba006 by Antonis Ryakiotakis March 29, 2014, 09:56 (GMT) |
Cleanup: Minor spelling fixes: |
Revision 6a1b7fa by Antonis Ryakiotakis March 29, 2014, 09:40 (GMT) |
GPU_pbvh_buffers: Use triangles to render multires. A question here might be: why? The answer is that GPUs will convert this to triangles so we are wasting memory during conversion of the element buffer to a triangle buffer anyway. The second reason is that some modern GPUs are slower rendering GL_QUADS The third reason is that due to element caching, this should not in theory be slower (cached elements do not get recalculated on the GPU). |
Revision eaaacfc by Campbell Barton March 29, 2014, 04:36 (GMT) |
UI: Color-Ramp handles - display handles with solid color. - active handle is highlighted. - 1/4 of the colorband draws solid. - use old-style handles when zoomed out. D289 by Charlie Jolly with own modifications. |
Revision b64bdb2 by Campbell Barton March 29, 2014, 00:25 (GMT) |
Checker percentage calc was wrong, also cleanup |
Revision 3eb2724 by Campbell Barton March 29, 2014, 00:08 (GMT) |
Update clang array checker for new clang py api |
Revision aec4367 by Antonis Ryakiotakis March 28, 2014, 22:11 (GMT) |
Fix building without openmp continued |
Revision d3309ac by Campbell Barton March 28, 2014, 21:42 (GMT) |
Code cleanup: correct arg size |
Revision 0254219 by jens verwiebe March 28, 2014, 21:42 (GMT) |
Forgot to clean a line in last commit |
Revision 00a9e77 by jens verwiebe March 28, 2014, 21:37 (GMT) |
Fix compiling sculpt without OpenMP available |
Revision 6d973b8 by Antonis Ryakiotakis March 28, 2014, 20:02 (GMT) |
Fix T39468 Issue is that sampling functions did not pass a thread index to the texture sampler so all threads were contesting for the same pool. Paint cursors and sculpting that used openmp for threading suffered from this. Now use omp_get_thread_num to pass the thread number. |
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