Blender Git Commits

Blender Git "strand_gpu" branch commits.

Page: 4 / 12

July 5, 2016, 08:47 (GMT)
Merge branch 'strand_editmode' into strand_gpu_editmode
July 5, 2016, 08:04 (GMT)
Merge branch 'master' into strand_gpu
July 5, 2016, 07:53 (GMT)
Merge branch 'master' into strand_editmode
July 5, 2016, 06:45 (GMT)
Use consistent checks for valid attribute index.
July 5, 2016, 06:43 (GMT)
Argument for enabling integer buffers when setting attributes.

Mesh attributes seem to be using float buffers for everything.
July 5, 2016, 06:11 (GMT)
Removed the deprecated curve-loop shader variant.
July 5, 2016, 05:21 (GMT)
Removed debug shader code.
July 4, 2016, 15:32 (GMT)
Working interpolation code for strands.
July 4, 2016, 08:04 (GMT)
Various fixes for GL state and some basic texture lookups in the strand geometry shader.
July 4, 2016, 08:02 (GMT)
Fix for integer attribute uploading in gpu code.

OpenGL has a separate function for integer attribute pointers.
If the float attribute version is used, the attribute data will be
interpreted and floats and converted to integer values, which
garbles the content of any true int/uint buffer.
July 4, 2016, 08:00 (GMT)
Increase soft limit for control strand number for testing.
July 2, 2016, 12:46 (GMT)
Use an additional texture buffer for storing curve indices.

The geometry shader will need to do 2 texture lookups per control,
first for getting the control curve start and length, then for
reading the appropriate curve vertices.
July 2, 2016, 12:32 (GMT)
Use the correct buffer for the control points texture.

Also a bit of cleanup renaming to use "control" consistently instead
of "guide".
July 2, 2016, 12:16 (GMT)
Modified the guide strand creation operator to allow shorter-than-max strands.

The guide strand format may change, but it should allow varying numbers of control
points.
July 2, 2016, 10:15 (GMT)
Calculate barycentric interpolation weights using a simple kdTree method.

This method uses the 3 closest points on the scalp for defining interpolation
weights. This method has drawbacks in cases of thin geometry, but it is
simple to implement.
July 2, 2016, 08:32 (GMT)
Vertex attributes for the strand root points.

These attributes carry information for interpolating guide strands
in the geometry shader. Each strand can have up to 4 guide strands
(identified by index) with a normalized weight for each.
July 1, 2016, 15:12 (GMT)
Generate a buffer texture for passing the control strand locations to the shader.

This should enable the strand geometry shader to interpolate control strands
with appropriate vertex attributes for indices and weights.
July 1, 2016, 10:43 (GMT)
Use separate buffers for control strand and root vertices.

This is important so we can put control strands into a buffer texture,
and pass it to the geometry shader for generating strands.
July 1, 2016, 10:28 (GMT)
Start off with some very simple own code for vert/frag/geom strand shader.
July 1, 2016, 09:04 (GMT)
Draw render strands as simple point primitives.

The geometry shader will eventually turn these points into full strand curves.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021