June 26, 2015, 15:51 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 26, 2015, 15:09 (GMT) |
Fix crash in viewport benchmark file with GLSL Total loops were calculated erroneously, probably due to ngon to loop conversion. |
June 26, 2015, 14:18 (GMT) |
Make code compile with GPU_DEBUG |
June 26, 2015, 12:59 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 25, 2015, 13:06 (GMT) |
Fix error with vertex color upload for subsurf |
June 24, 2015, 16:44 (GMT) |
Subsurf VBOs now properly supports colors |
June 24, 2015, 15:27 (GMT) |
Semi fix UVs not working in higher level. Looks like issue is mesh colors somehow being used. Disabled for now but real fix would be to investigate why they are there in first place. |
June 24, 2015, 14:36 (GMT) |
First version of textured subsurf drawing with VBOs and index buffers. TODOs: * UVs fail for high subdivision * Vertex colors still not supported * Texture painting still not supported |
June 24, 2015, 09:58 (GMT) |
Fix crash reported on blenderartists A really bad issue that meant we would miscount many mixed triangle/quad meshes. |
June 23, 2015, 17:22 (GMT) |
WIP code that handles textured drawing for subsurf with vertex buffers. |
June 23, 2015, 15:52 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 23, 2015, 14:57 (GMT) |
Subsurf drawing: Solid shading uses indexed drawing (textured/GLSL drawing are still not implemented). For subsurf we might be able to squeeze more memory but it would only work for smooth shading and it requires more elaborate counting for all data upload functions. May be interesting to do in the future though. |
June 23, 2015, 10:26 (GMT) |
Cleanup: Use "elements", the OpenGL term instead of "points", makes it a bit clearer what the use is intended for. |
June 23, 2015, 10:07 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 23, 2015, 09:28 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 22, 2015, 17:17 (GMT) |
Use index buffers for drawing with vertex buffers. Tests show that we gain approximately 20-25% performance by that for solid mode drawing. Good memory/performance is gained for quad meshes mostly but we also gain performance in triangle meshes as well. This commit will not get rid of the CPU overhead in some modes (textured/GLSL) yet, but it prepares the code for caching changes to make things better . |
June 22, 2015, 13:57 (GMT) |
Port Subsurf to VBO code from GPUDataRequest branch. This adds support for vertex buffers for solid shaded mode for subsurf modifiers, making drawing of subsurf much faster in this mode. It also moves towards the goal of data driven requests for our new renderer system, but this will need further changes down the line. Everything should work as before with the exception of simplified multires drawing in sculpting (feature enabled while rotating the view). |
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