October 10, 2016, 13:05 (GMT) |
Fix viewport camera gets out of sync in certain cases It was possible to have two viewports opened and start using Ctrl-0 to make different objects an active camera for the viewport. This worked fine for viewports which had decoupled camera from the scene, but if viewport was locked to scene camera it was possible to run into situation when two different viewports are locked to scene camera but had different v3d->camera pointers. |
October 10, 2016, 12:39 (GMT) |
Cycles: Add comments to endif directives `kernel_path.h` and `kernel_path_branched.h` have a lot of conditional code and it was kind of hard to read, things should be better now. |
October 10, 2016, 10:51 (GMT) |
OpenGL render: Fix missing file output after pressing Esc Apparently, the whole G.is_break is not used by OpenGL render, meaning this flag will not be clear before running the operator. This was causing missing file output after pressing Esc once for the rest of Blender session. |
October 10, 2016, 10:41 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/blenloader/intern/readfile.c source/blender/editors/space_view3d/view3d_draw.c |
October 10, 2016, 08:47 (GMT) |
Merge remote-tracking branch 'origin/master' into soc-2016-uv_tools |
October 10, 2016, 05:41 (GMT) |
blender 2.8; OpenGL. ui_panel_category_draw_tab with immediate API Reviewers: dfelinto, Severin, merwin Reviewed By: merwin Tags: #bf_blender_2.8, #opengl_gfx Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2281 |
October 10, 2016, 05:28 (GMT) |
OpenGL: remove GLSL support query (it's always supported) |
October 10, 2016, 05:28 (GMT) |
remove call to GLSL support query (it's always supported) Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback. (equivalent to rB78abbdf26451 on blender2.8 branch) |
October 10, 2016, 05:19 (GMT) |
BGE: remove calls to GLSL support query (it's always supported) Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks. Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some. |
October 10, 2016, 05:13 (GMT) |
OpenGL: remove GLSL support query (it's always supported) |
October 10, 2016, 05:11 (GMT) |
remove call to GLSL support query (it's always supported) Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback. |
October 10, 2016, 05:08 (GMT) |
BGE: remove calls to GLSL support query (it's always supported) Reworked logic in the few places that still called this. Deleted the "GLSL not supported" fallbacks. Also removed some nearby checks for ARB_multitexture and OpenGL 1.1. Blender 2.77 removed checks like this, but game engine still has some. |
October 10, 2016, 03:03 (GMT) |
OpenGL: plug new matrix system into shaders (WIP) Built-in shaders now use uniforms instead of legacy built-in matrices. So far I only hooked this up for new immediate mode. We use the same matrix naming convention as OpenGL, but without the gl_ prefix, e.g. gl_ModelView becomes ModelView. Right now it can skip the new matrix stack and use the legacy built-in matrices app-side. This will help us transition gradually from glMatrix functions to gpuMatrix functions. Still some work to do in gpuBindMatrices. See TODO comments in gpu_matrix.c for specifics. |
October 9, 2016, 16:20 (GMT) |
OpenGL: Draw dividers in space_file with the new immediate mode Thanks to @merwin for the review Part of T49043 |
October 9, 2016, 14:53 (GMT) |
fix shaders for picky GLSL compilers @zeauro reported this issue: texture2DRect needs the ARB_texture_rectangle extension. But isn't that an OpenGL 2.1 feature and should be part of GLSL 1.2+? This should fix it, and future shaders should do something similar. |
October 9, 2016, 13:49 (GMT) |
Cycles: Split device_opencl.cpp into multiple files for easier maintenance There are no user-visible changes, just some internal restructuring. Differential Revision: https://developer.blender.org/D2231 |
Revision d6574ab by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) October 9, 2016, 11:36 (GMT) |
added split shards to island support for dynamic fracture (works only good if there are multiple islands) |
October 9, 2016, 11:17 (GMT) |
Fix T49609: Point density textures: vertex colors are not properly averaged in BI Nice to have in 2.78a, though not a regression. |
October 9, 2016, 01:08 (GMT) |
Move interocular distance settings out of camera data These aren't just for the camera, but for entire HMD session. |
October 9, 2016, 00:41 (GMT) |
Move HMD view settings into own scene level struct For some reason I placed this in RenderData earlier. |
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