Blender Git Statistics -> Branches -> texture_nodes_refactor
"Texture_nodes_refactor" branch
Total commits : 12
Total committers : 1
First Commit : October 11, 2014
Latest Commit : December 23, 2014
Commits by Month
Date | Number of Commits | |
---|---|---|
December, 2014 | 1 | |
November, 2014 | 0 | |
October, 2014 | 11 |
Committers
Author | Number of Commits |
---|---|
Sergey Sharybin | 12 |
Popular Files
Filename | Total Edits |
---|---|
node_texture_curves.c | 3 |
node_texture_viewer.c | 3 |
node_texture_tree.c | 3 |
node_texture_proc.c | 2 |
node_texture_output.c | 2 |
material.c | 2 |
node_texture_util.h | 2 |
node_texture_math.c | 2 |
sculpt.c | 2 |
node_texture_bricks.c | 2 |
Latest commits
December 23, 2014, 05:04 (GMT) |
Merge branch 'master' into texture_nodes_refactor Conflicts: source/blender/nodes/texture/nodes/node_texture_math.c |
October 14, 2014, 08:36 (GMT) |
Merge branch 'master' into texture_nodes_refactor |
October 13, 2014, 18:50 (GMT) |
Port some more nodes Now only node group remained to be ported, all the rest of the nodes cant' be actually supported and will be removed. As a replacement for them we'll bring some more control by adding some mapping sockets to the input nodes. |
October 13, 2014, 15:09 (GMT) |
Port procedural texture nodes to new framework |
October 11, 2014, 16:57 (GMT) |
Support some more nodes |
October 11, 2014, 15:50 (GMT) |
Port several more nodes to the new system Need to switch to some other work now, maybe someone will want to play around with the code meanwhile. |
October 11, 2014, 15:01 (GMT) |
Bring back image input, checker, viewer and output nodes This more like a prove-of-concept change because well, we've got a dependency solver in the nodes already which seems to work just fine for the shading nodes. So want to see if this is something we can use for texture nodes now. This isn't that far away from the original idea of having some SVM-like machine for texture nodes. Hell of a lot of nodes are not gonna to work yet, |
October 11, 2014, 13:22 (GMT) |
Port texture nodes to the exec pool in renderer This only makes it so renderer uses the proper API to deal with the tree evaluation. Tree nodes still does nothing because all the delegate system has been just removed. Painting and sculpting will also fail and abort . |
October 11, 2014, 13:05 (GMT) |
Revert "Cycles: Implement an area preserving parameterization sampling for area lamps" This reverts commit c4235ce820b0a9c3d019e31e7d4360162a0282a5. |
October 11, 2014, 13:03 (GMT) |
Bring material nodes back to the render engine The idea is to make make it so per-tree execution data is owned by the renderer and being passed to the tree evaluation routines. |
October 11, 2014, 11:01 (GMT) |
Get rid of old legacy stuff happening all over the place Basically get rid of texture nodes deligates and exec data stored in the DNA node tree structure. Blender is pretty much unusable now, because there are whole areas to be ported over. |
October 11, 2014, 09:53 (GMT) |
Cycles: Implement an area preserving parameterization sampling for area lamps Replace old code for area lamps which was more like incorrect with more correct one using the following paper as a reference: Carlos Urena et al. An Area-Preserving Parametrization for Spherical Rectangles. https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf Implementation is straight from the paper, currently the rectangle contants are calculated for each of the samples. Ideally we need to pre-calculate them. The old PDF is still used, which makes difference real subtle. This is to be corrected before final commit. Reviewers: brecht, juicyfruit Subscribers: dingto, ton Differential Revision: https://developer.blender.org/D823 |
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