Blender Git Statistics -> Branches -> draw-colormanagement

"Draw-colormanagement" branch

Total commits : 43
Total committers : 2
First Commit : January 22, 2020
Latest Commit : February 11, 2020


Commits by Date

DateNumber of Commits
February 11, 20205
February 10, 20200
February 9, 20200
February 8, 20200
February 7, 20202
February 6, 20200
February 5, 20200
February 4, 20201
February 3, 20200
February 2, 20200
February 1, 20200
January 31, 20206
January 30, 20200
January 29, 20201
January 28, 20202
January 27, 20203
January 26, 20207
January 25, 20201
January 24, 20204
January 23, 20201
January 22, 202010

Committers

AuthorNumber of Commits
Clément Foucault42
Clément Foucault1

Popular Files

FilenameTotal Edits
ocio_impl_glsl.cc11
draw_manager.c10
overlay_background.c7
workbench_private.h5
colormanagement.c5
gpu_viewport.c5
DRW_render.h5
eevee_engine.c4
draw_common.c4
overlay_engine.c4

Latest commits Feed

February 11, 2020, 13:57 (GMT)
Merge branch 'master' into draw-colormanagement
February 11, 2020, 13:52 (GMT)
Fix crash when selecting in edit mode with eevee
February 11, 2020, 13:52 (GMT)
Style: Rename processor arguments in C api and glsl impl.
February 11, 2020, 12:21 (GMT)
Add comment about UI color space
February 11, 2020, 00:49 (GMT)
- Address reviewers comments
February 7, 2020, 01:05 (GMT)
Merge branch 'master' into draw-colormanagement

# Conflicts:
# source/blender/draw/engines/overlay/overlay_armature.c
February 7, 2020, 01:03 (GMT)
OCIO: Style fixes
February 4, 2020, 23:25 (GMT)
Cleanup: Update comments & fix some style issues
January 31, 2020, 22:58 (GMT)
Overlay: Fix edit text overlay invert logic op not working

The result is still different as the inversion is done in scene refered
linear and not in sRGB space as it used to be.
January 31, 2020, 18:40 (GMT)
Overlay: Armature: Fix look regression because of linear space rendering

If rendering using linear color the blending of color is different.
So we compensate by using non linear mix of the color inside the shader and
modify color mixing on the cpu.
January 31, 2020, 17:59 (GMT)
Overlay: Put all colors inside draw_common.c for correct colormanagment.

The only exception is for text drawing where the color needs to be sRGB
bytes. This could be fixed in the future.

There are only two hardcoded values remaining but are rather not important:
- object center transform gizmo darkening.
- particle display default color.
January 31, 2020, 03:21 (GMT)
Cleanup: Workbench: Remove background code

We now use clear color to apply background color in render mode.
January 31, 2020, 03:19 (GMT)
Overlay: Support viewport background modes

Port code from Workbench.
January 31, 2020, 03:18 (GMT)
Cleanup: DRW: Remove unused code and redundant state changes
January 29, 2020, 03:10 (GMT)
Overlay: Move Alt+B clipping bounds display from workbench to overlay
Revision 66e1ca2 by Clément Foucault (draw-colormanagement)
January 28, 2020, 01:25 (GMT)
Cleanup: OCIO: Remove immVertexFormat in GLSL implementation

This was only needed for cycles/external engines.
January 28, 2020, 01:18 (GMT)
Render API: Make external engine render in linear space for the viewport

This just replace the OCIO shader by a simple image shader without
color transformation.
January 27, 2020, 23:23 (GMT)
OCIO: Use GroupTransform to avoid doing 3 transforms instead of 2

This exposes OCIO::GroupTransform to C api to be able to chain the
display transform with a corrective transform to output display linear
colors.

For now the display code only use an exponent transform to go back to
linear but should use a ColorSpaceTransform once we have the correct
config.
January 27, 2020, 00:28 (GMT)
DRW: Remove drw_engines_draw_overlays routine

It makes no sense to have it separate now.
January 27, 2020, 00:24 (GMT)
Overlays: Fix wireframe shading not working

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