November 26, 2019, 14:14 (GMT) |
Fix In Front object selectability We use the same trick as before but we now isolate it to a drawmanager state to avoid loosing track of the state. |
November 26, 2019, 12:09 (GMT) |
Fix crash caused by copy pasting! |
November 26, 2019, 12:09 (GMT) |
Fix FXAA alpha issue. We just take the full RGBA color instead of packing the luma in alpha. |
November 26, 2019, 11:48 (GMT) |
Cleanup: Naming conventions, code clarity mentionned in review |
November 26, 2019, 10:40 (GMT) |
Cleanup: Fix copyright year |
November 24, 2019, 00:40 (GMT) |
Merge branch 'master' into tmp-overlay-engine |
November 24, 2019, 00:39 (GMT) |
Overlay Engine: Fix overlay toggle not working |
November 24, 2019, 00:09 (GMT) |
Overlay Engine: Only alloc extra depth texture if really needed However this is a bit hacky as both workbench deferred and overlay engine are responsible to ensure the texture is correctly allocated and framebuffers are settuped. |
November 23, 2019, 23:31 (GMT) |
Overlay Engine: Add Temporal Anti Aliasing This add a very simple form of TAA for the overlay engine (in a similar way as workbench does). For now it only supports 4 samples but this can easily improved. The update is not working all the time (i.e: armature edit/pose). |
November 23, 2019, 13:14 (GMT) |
Overlay Engine: Add FXAA as base Antialiasing This will be enhanced by TAA or other technique. |
November 23, 2019, 13:09 (GMT) |
Overlay Engine: Fix selection outline antialiasing |
November 22, 2019, 16:39 (GMT) |
Overlay Mode: Fix infront depth sorting This is an improvement to 2.81. In front objects and extras are correctly depth sorted. The approach is to share an in-front depth buffer between all engines so that workbench fill it with the infront objects depth. Then the overlay engine can use it again to draw in front objects overlays correctly occluded by the other "in front" objects surfaces. |
November 22, 2019, 15:26 (GMT) |
Overlay Engine: Improve In Front pass ordering This does not fix all the issues. For instance extra's are always drawn occluded. |
November 22, 2019, 00:32 (GMT) |
Cleanup: Fix debug Compilation warning |
November 22, 2019, 00:30 (GMT) |
Overlay Engine: Wireframe: Put color evaluation in the shader There are no more subgroups per color. Thus wireframes leveraging the batching capabilities of DRWmanager. The color mixing is also now done per vertex and interpolated instead of per pixel. This might change the rendering a little bit. This also fixes the xray rendering for wireframes and osx workaround shader. |
November 21, 2019, 16:27 (GMT) |
Cleanup: DRW: Remove unused GPUBatches from Shape cache |
November 21, 2019, 16:27 (GMT) |
Cleanup: DRW: Remove Hack of skinroot rendering |
November 21, 2019, 16:25 (GMT) |
DRW: Fix an issue with instanced rendering and base_instance Batches that are meant to be drawn with instancing cannot use ModelMatrix indexing and must rely on the uniform (legacy) way. Using the BaseInstance indexing would shift the instance attributes received by the vertex shader which is not what we want in this case. |
November 20, 2019, 19:52 (GMT) |
Merge branch 'master' into tmp-overlay-engine |
November 20, 2019, 19:51 (GMT) |
BLF: Remove use of geometry shader |
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