November 20, 2019, 19:51 (GMT) |
Overlay Engine: Armature: Bone selection overlay I forgot to implement this back |
November 20, 2019, 19:51 (GMT) |
GPU: Remove The use of geom shader for dashed lines Use the same trick used in overlay engine. Also fixed some undefined behavior with missing viewport uniform in some calls. |
November 20, 2019, 19:51 (GMT) |
Cleanup: Remove more unused files |
November 20, 2019, 19:51 (GMT) |
Cleanup: Remove older draw engine from draw module |
November 20, 2019, 19:51 (GMT) |
GPU: Batch: Add second instance buffer This is needed in one corner case. In an attempt to get rid of geometry shader, we need to use instancing using pos and lnor vbos for edit mesh normals overlay. This is a bit hacky and quickly made. This should be do more thoroughly. |
November 20, 2019, 19:51 (GMT) |
Cleanup: Make empty image use quad batch instead of specific batch |
November 20, 2019, 19:51 (GMT) |
Cleanup: DRW: Remove old unused code |
November 20, 2019, 19:51 (GMT) |
Cleanup: GPU: Remove unused shaders |
November 20, 2019, 19:51 (GMT) |
Overlay Engine: Edit Mode: Change Normal overlays This gets rid of the geometry shader for normal display. (note: happens to be twice as fast) This also remove the unecessary shader variations. Another goal was to get the do_zbufclip behavior back. We occlude the base vertex which can occasion some flickers bu |
November 19, 2019, 18:03 (GMT) |
Overlay Engine: Edit Mesh: Port Occlusion detection to shader This moves the occluded wire fading at the edit cage drawing, thus removing the need for a fullscreen compositing pass. |
November 18, 2019, 23:44 (GMT) |
Cleanup: Port back the custom shape ghash to revert perf regression Using the DRW instancing is much slower because the modelmat ubo is too small to contain many obmat of the same GPUBatch type. |
November 18, 2019, 23:41 (GMT) |
Cleanup: Remove stipple start position duplication Removes 3 floats per stipple vert. Using the same technique we could remove the need for geom shader for GPU internal shader shader. |
November 18, 2019, 22:05 (GMT) |
Overlay Engine: Loose Edges/Verts |
November 18, 2019, 19:13 (GMT) |
Merge branch 'master' into tmp-overlay-engine |
November 18, 2019, 19:12 (GMT) |
Overlay Engine: Fix background image and sort empty images by Z depth |
November 18, 2019, 16:46 (GMT) |
Overlay Engine: Sculpt Mask |
November 18, 2019, 16:20 (GMT) |
Overlay Engine: Particles |
November 17, 2019, 01:27 (GMT) |
Overlay Engine: Paint Modes |
November 16, 2019, 20:44 (GMT) |
Overlay Engine: Lattice Cleanup: Port lattice wireframe coloring to shader |
November 16, 2019, 16:26 (GMT) |
Overlay Engine: MetaBall Note: This also improve handles positioning using the armature point shader |
|