December 2, 2019, 12:15 (GMT) |
Added stuff to make MeshAdd access faster. |
December 2, 2019, 12:15 (GMT) |
Faster find_coplanar_parts. |
December 2, 2019, 12:15 (GMT) |
Fixed memory leak of bvh trees. |
December 2, 2019, 12:15 (GMT) |
Use BVH for partset pair intersection tests. All regression tests pass. |
December 2, 2019, 12:15 (GMT) |
Added kdtree for faster coplanar. |
December 2, 2019, 12:15 (GMT) |
Stashing progress. |
December 2, 2019, 12:15 (GMT) |
Fixed gwn (atan2 instead of atan), and some perf speedups. |
December 2, 2019, 12:15 (GMT) |
Boolean coplanar cone-on-cube works. Needed some work on coplanar faces that may have reversed normals from projection. |
December 2, 2019, 12:15 (GMT) |
Attempt to do boolean with coplanar faces - doesn't work yet. |
December 2, 2019, 12:15 (GMT) |
Forgot to initialize an intset. |
December 2, 2019, 12:15 (GMT) |
Plumbed through faces that are on both sides of boolean op. |
December 2, 2019, 12:15 (GMT) |
Keep track of other orig faces besides eg for a face. |
December 2, 2019, 12:15 (GMT) |
Regression tests 0-25 all pass. Code was working but had commented out actual apply of meshchange. |
December 2, 2019, 12:15 (GMT) |
clang-format |
December 2, 2019, 12:15 (GMT) |
Most regression tests now pass. Put in option checkbox in UI so can choose old or new method. |
December 2, 2019, 12:15 (GMT) |
Stash changes. |
December 2, 2019, 12:15 (GMT) |
Coplanar case works except CDT makes a face with repeated vert. |
December 2, 2019, 12:15 (GMT) |
Changes to master for this branch. |
December 2, 2019, 12:15 (GMT) |
All tri-tri non-coplanar tests work. |
December 2, 2019, 12:15 (GMT) |
Overlay Engine: Refactor & Cleanup This is the unification of all overlays into one overlay engine as described in T65347. I went over all the code making it more future proof with less hacks and removing old / not relevent parts. Goals / Acheivements: - Remove internal shader usage (only drw shaders) - Remove viewportSize and viewportSizeInv and put them in gloabl ubo - Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader - Remove old (legacy) shaders dependancy (not using view UBO). - Less shader variation (less compilation time at first load and less patching needed for vulkan) - removed some geom shaders when I could - Remove static e_data (except shaders storage where it is OK) - Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...) - Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing). - Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU). - Post AA to avoid complexity and cost of MSAA. Remaining issues: - ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~ - FXAA is not the best for wires, maybe investigate SMAA - Maybe do something more temporally stable for AA. - ~~Paint overlays are not working with AA.~~ - ~~infront objects are difficult to select.~~ - ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~ Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6296 |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021