April 3, 2015, 10:13 (GMT) |
More compilation fixes - add new files for cmake, make files conform to old C (no declarations, use #ifdef instead or #if). |
April 3, 2015, 09:41 (GMT) |
Compile fixes for strict C - no declarations allowed in for loops and in middle of blocks. |
April 3, 2015, 01:14 (GMT) |
start using batched geometry API Made �??new new�? version of drawcamera() to test out new drawing code. Kept �??old new�? version for comparison. Uses GL state tracking, partly disabled because it *almost* works �?? need to find defaults that agree with UI drawing code. |
April 3, 2015, 00:59 (GMT) |
fixed issues in batched geometry API - made default state available to all - fixed vertex index tracking - fixed attrib stride calculation - fixed VBO binding - fixed VAO attrib enables |
April 2, 2015, 01:29 (GMT) |
fix errors & warnings toggling all #defines |
April 2, 2015, 00:37 (GMT) |
fix VAOs on Mac legacy context GLEW gives us glBindVertexArray and friends but sets them to NULL, since Apple uses GL_APPLE_vertex_array_object instead of GL_ARB_vertex_array_object. The ARB version evolved from the APPLE version and they�??re used in exactly the same way, so I aliased them to keep our VAO code simple. |
March 31, 2015, 18:42 (GMT) |
tweak GL state tracking functions Needed a way to force all currently tracked state to GL, for interop with code that doesn�??t use this API. |
March 31, 2015, 07:47 (GMT) |
refactor vertex attrib handling Found lots of commonality between generic and legacy attributes. Also fixed an error found by flipping all the defines on & off. |
March 31, 2015, 07:30 (GMT) |
delete temp file from merge conflict resolution, didn�??t mean to commit |
March 31, 2015, 05:32 (GMT) |
remove unused attrib print routines |
March 31, 2015, 05:25 (GMT) |
add support for non-generic vertex attribs for easier integration into legacy GL usage. Instead of specifying generic arrays with a name string, choose any or all of these: GL_VERTEX_ARRAY GL_NORMAL_ARRAY GL_COLOR_ARRAY GL_TEXTURE_COORD_ARRAY Generic attribs are still there for when we move to shader-based drawing / a newer GL. |
March 30, 2015, 21:01 (GMT) |
change function prefix to cdDM to match |
March 30, 2015, 20:54 (GMT) |
Merge branch 'master' into GPU_data_request Resolved conflict: source/blender/gpu/intern/gpu_buffers.c |
March 29, 2015, 06:04 (GMT) |
use glDrawRangeElements for camera glDrawElements has no way to say how much data from the vertex array is needed, so use the Range variant instead. glDrawArrays already has this range info. |
March 29, 2015, 05:51 (GMT) |
draw camera in 1 GL call (2 for active cam) |
March 29, 2015, 05:26 (GMT) |
draw camera using vertex array |
March 29, 2015, 05:03 (GMT) |
put all OB_CAMERA verts in single array also disable camera border hack (used for viewing THROUGH camera) to focus on whole-camera drawing. |
March 29, 2015, 04:22 (GMT) |
remove unused test pattern Helped for orientation before objects were drawn, no longer needed. |
March 28, 2015, 08:33 (GMT) |
new draw path for Mesh & Camera objects Used only when �??new viewport�? pref is checked, so we can switch back & forth for comparison. Camera because it�??s simple �?? scoped some vars, removed an extra line segment, touch back face cull state only when needed. Mesh because it�??s interesting �?? very little difference, just factored out edit mesh drawing & touch back face cull state only when needed. Also added (temporary) call graph tracing, to help me make sense of the object drawing logic. More to come for these object types, will run with these and add more object types later. Not using our new APIs yet but that is the goal. |
March 27, 2015, 08:12 (GMT) |
shell of a GLSL material node This will hold a single GLSL function, which can be mixed & matched with other nodes. Goal: similar workflow to OSL shader node but for real-time rendering, not Cycles. |
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