Blender Git Commits

Blender Git "temp_display_optimization" branch commits.

Page: 2 / 3

July 15, 2015, 16:46 (GMT)
Merge branch 'master' into temp_display_optimization

Conflicts:
source/blender/blenkernel/intern/cdderivedmesh.c
July 14, 2015, 21:56 (GMT)
Merge branch 'master' into temp_display_optimization

Conflicts:
source/blender/blenkernel/intern/cdderivedmesh.c
July 14, 2015, 20:36 (GMT)
VBO offscreen selection drawing, cdderivedmesh

Get rid of legacy drawing, it's only used for selection,
in which case we can prepare a temporary color buffer and draw
at once. Code is not complete here because we still redundantly
set the draw color in the draw function and don't ommit hidden
faces automatically. Still it works 100% without immediate mode
now.
July 14, 2015, 19:23 (GMT)
Merge branch 'master' into temp_display_optimization
July 14, 2015, 13:58 (GMT)
Merge branch 'master' into temp_display_optimization

Conflicts:
source/blender/blenkernel/intern/cdderivedmesh.c
source/blender/blenkernel/intern/subsurf_ccg.c
July 14, 2015, 13:26 (GMT)
Fast drawing for sculpting multires using VBOs (non VBO won't have
fast mode but will not spend time on that).

With this commit branch should be in full feature parity with master.
July 14, 2015, 10:28 (GMT)
Subsurf drawing refactoring:

All textured drawing now works correctly using VBOs (with usual CPU
overhead still, but this will be taken care of separately).
Solid texture painting should also work fine.
Renamed ccg GPU functions so they are more consistent with cddm
July 13, 2015, 16:13 (GMT)
Merge branch 'master' into temp_display_optimization
July 12, 2015, 14:40 (GMT)
Bah, merge change that was left uncommitted
July 12, 2015, 14:26 (GMT)
Merge branch 'master' into temp_display_optimization

Conflicts:
source/blender/gpu/intern/gpu_buffers.c
July 2, 2015, 19:51 (GMT)
Merge branch 'master' into temp_display_optimization
July 1, 2015, 10:16 (GMT)
Use shorts for uploading normals to GPU instead of floats.

The range of shorts is acceptable for good looking
normals.

We allocate a buffer with 4 shorts to keep data aligned to 32bit
boundaries. The total mesh cost for full triangle meshes is now
equal to master branch even with index buffers and memory gains
are even more for ngons.
June 30, 2015, 16:51 (GMT)
Cleanup: Use GPU material counter instead of allocating new counter
array every time.
June 30, 2015, 13:17 (GMT)
Refactor subsurf multi material textured drawing.

Use the same system as cdderivermesh - still result is not correct
though.
June 30, 2015, 10:22 (GMT)
GLSL fix one more error - meant that attributes would not get uploaded
correctly.
June 30, 2015, 10:00 (GMT)
Merge branch 'master' into temp_display_optimization
June 29, 2015, 17:32 (GMT)
Temporarily fix crash until subsurf textured multi material is
completely supported.
June 29, 2015, 15:18 (GMT)
GLSL drawing redesign:

Use new upload scheme. Idea here is that materials share a VBO where
the size of each element is the maximum size of all mesh materials.

While this will waste some size if material sizes differ it is the
simplest scheme to use and allows easy reuse of indices as opposed to
separating the materials in separate vertex buffers. In fact if we do
that, management gets quite complex and code much more error prone.

I may write an extra blog post to explain the choices here
at some point.
June 29, 2015, 14:45 (GMT)
Redesign of textured drawing: Get rid of triangle_to_mface array

Instead we can be smarter here and add an mface array to the
GPUBufferMaterial instead.
This will help us do less iterations on CPU for quad meshes as well as
avoiding checking materials every face (faces are now always sorted per
material so this happens implicitly).
June 27, 2015, 15:21 (GMT)
Merge branch 'master' into temp_display_optimization
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021