May 21, 2017, 15:31 (GMT) |
[msvc] Use debug nunmpy archive for debug builds |
Revision 32a8f35 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 15:29 (GMT) |
Cleanup: More unused include files, reorganization and name changes |
Revision 7af2a45 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 15:19 (GMT) |
Cleanup: Remove unused include files |
Revision ecd4984 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 14:32 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
Revision 82e3302 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 14:28 (GMT) |
Create a cache to drawing objects Due speciall requirements for 2D drawing, the GP objects must be drawn after be sorteed by zdepth value. We cannot use a simple GPU zdepth because this override the current layer/strokes order and the artists need to keep these controls as primary sorting method instead of GPU zdepth. |
Revision 62a8d9f by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 11:20 (GMT) |
Create a shading group by stroke As the drawing order is very important in 2D, each stroke must use its own shading group and don't share with others or the drawing order is missing and the layer system does not work. |
Revision cccd0cf by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 21, 2017, 11:10 (GMT) |
Disable zdepth write for strokes After some analysis, the strokes must work without affect the zdepth buffer or the layer system will not work. The 2D artist agree that layer system must be the main zdepth order and not the GPU checking. |
May 21, 2017, 03:40 (GMT) |
Cycles Denoising: Skip feature pass writing for volume-only shaders Volume shaders without anything connected to the surface output are treated as if they had a transparent BSDF as the surface shader in Cycles, so the denoiser should skip feature pass writing for them just as it does with an actual transparent BSDF. |
May 21, 2017, 03:26 (GMT) |
Cycles Denoising: Skip confidence interval test for outlier central pixels If the central pixel is an outlier, the denoiser is supposed to predict its value from the surrounding pixels. However, in some cases the confidence interval test would reject every single surrounding pixel, which leaves the model fitting with no data to work with. |
Revision 8c0f4aa by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 20, 2017, 18:27 (GMT) |
Cleanup: Create several separated functions |
Revision 5bd0a6d by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 20, 2017, 17:40 (GMT) |
Enable again write depth pass for strokes only |
May 20, 2017, 14:58 (GMT) |
Eevee: Initial implementation of exponential shadowmaps Also fixes the rendering of depth. |
May 20, 2017, 14:58 (GMT) |
Eevee: Move cube shadows to octahedron shadowmaps. We render linear distance to the light in a R32 texture and store it into an octahedron projection inside a 2D texture array. This render the sampling function much more simpler and without edge artifacts. |
May 20, 2017, 14:58 (GMT) |
GPUTexture: Enabling R32 format for linear depth encoding. |
May 20, 2017, 14:58 (GMT) |
Eevee: optimize vertex shader for probe and shadows. |
May 20, 2017, 14:56 (GMT) |
Cleanup: warnings |
Revision f384e83 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 20, 2017, 14:50 (GMT) |
Remove write zdepth to avoid z-fighting The strokes don't need to write the depth buffer |
May 20, 2017, 13:53 (GMT) |
DwM: assert when uniforms aren't found More useful when this error shows up early |
May 20, 2017, 13:48 (GMT) |
Merge branch 'blender2.8' into workspaces Conflicts: source/blender/windowmanager/intern/wm_event_system.c |
May 20, 2017, 13:17 (GMT) |
DwM: Object mode empty-image support |
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