Blender Git Loki

Kaikki Blender Git kommitit.

Page: 426 / 8462

July 23, 2021, 10:24 (GMT)
GPencil: Exclude hidden layers

July 23, 2021, 10:24 (GMT)
GPencil: Use bool instead of int

July 23, 2021, 10:03 (GMT)
formatting
July 23, 2021, 09:48 (GMT)
Fix OpenGL context usage in Cycles X

Activating nullptr context is not a valid way to release the active
context, there is a dedicated function for this.

This also showed a logical error in the buffer mapping: the buffer
unmap is not supposed to release current OpenGL context but should
instead leave it active for a possible subsequent calls to the GPU
update. It worked before because the context as never released due
to wrong API usage.

Would say that the WM OpenGL API should have an assert to catch
such case, but this better to happen in the master branch.

Noticed while doing a further development related to GPUDisplay and
watching return value of GHOST_ActivateOpenGLContext.

Differential Revision: https://developer.blender.org/D11989
July 23, 2021, 09:42 (GMT)
Cleanup: Remove unused Cycles X passes from list
July 23, 2021, 09:42 (GMT)
Fix missing Noisy Shadow Catcher pass in Cycles X

Differential Revision: https://developer.blender.org/D11987
July 23, 2021, 09:08 (GMT)
Merge branch 'master' into asset-greasepencil
July 23, 2021, 07:04 (GMT)
Cleanup: double spaces in strings
July 23, 2021, 07:03 (GMT)
Cleanup: code comments punctuation / spacing
July 23, 2021, 06:40 (GMT)
Cleanup: de-duplicate code for edge-split tagging

Share functionality for single and multi-threaded edge-split tagging.

Remove logic that ensured vert & loop indices in bm_mesh_edges_sharp_tag
(missing from fd9fc809b76d625a1ead6e1fbe5e486cc012f5f3).
July 23, 2021, 06:15 (GMT)
Merge branch 'master' into soc-2021-porting-modifiers-to-nodes-merge-by-distance

# Conflicts:
# source/blender/blenkernel/BKE_node.h
July 23, 2021, 06:14 (GMT)
initial commit
Revision 36c0649 by Peter Kim (master)
July 23, 2021, 05:54 (GMT)
XR: Reference Space Improvements

Improves control over the XR reference space by using the stage ref
space (user-defined tracking bounds) instead of local ref space
(position at application launch), if available. Also adds an
"absolute tracking" session option to skip applying eye offsets that
are normally added for placing users exactly at landmarks.

By enabling absolute tracking, users can define the tracking origin
in a way that is not linked to the headset position. Instead, the
tracking values given by the XR runtime are left unadjusted and a
user can manually calibrate an "origin" landmark object to adjust to
their real world space.

Can be useful for applications that use external tracking systems
and those that primarily only need to use controllers and not the
headset (e.g. motion capture).

The absolute tracking option requires an update to the VR
Scene Inspection addon to be accessible by regular users.

Reviewed By: Julian Eisel

Differential Revision: https://developer.blender.org/D10946
Revision 6654800 by Peter Kim (master)
July 23, 2021, 05:54 (GMT)
Cleanup: "position tracking" typo in enum member
July 23, 2021, 05:10 (GMT)
Cleanup: remove unused BM_mesh_loop_normals_update function

The only difference with BM_loops_calc_normal_vcos was passing in
custom coordinates which may be NULL.
July 23, 2021, 05:02 (GMT)
Fix error setting sharp edges in recent normal calculation changes

bm_mesh_edges_sharp_tag was called with setting sharp edges enabled.
Error in 39b2a7bb7e815e051348bf5c5ec777d091324164.
July 23, 2021, 04:36 (GMT)
Cleanup: remove normal assignment from bm_mesh_edges_sharp_tag

This was added in 0b7f5813973c515b84cd7c18ef6d7d1e59374237
but seems not to be needed as the assignment was never correct
since only one corner on either side of the smooth edge had the
vertex normal written to it.
July 23, 2021, 02:55 (GMT)
Edit Mesh: multi-thread auto-smooth sharp-edge calculation

Merge the sharp edge tagging into bm_mesh_loops_calc_normals,
this has the advantage that edge tagging can be performed as part of
walking over each vertices edges - instead of tagging in a separate loop.

Even though this will tag edges twice (once for each vertex),
the computation isn't heavy as it's only calculating a dot-product
between the two face users to compare the angle.

This change combined with 4ba06ad0a8cdec66d9a9cb06f982736d46c40f4c
makes BM_loops_calc_normal_vcos around 5.68x faster,
with an overall speedup over 2.6x when transforming a high poly mesh.
(tested on a system with 32 cores).

Reviewed By: mont29

Ref D11970
July 23, 2021, 02:54 (GMT)
Edit Mesh: multi-thread auto-smooth & custom normal calculations

Supported multi-threading for bm_mesh_loops_calc_normals.

This is done by operating on vertex-loops instead of face-loops.

Single threaded operation still loops over faces since iterating
over vertices adds some overhead in the case of custom-normals
as the order used for accessing loops must be the same as iterating
of a faces loops.

From isolated timing tests of bm_mesh_loops_calc_normals on high
poly models, this gives between 3.5x to 10x speedup,
with larger gains for meshes with custom-normals.

NOTE: this is part one of two patches for multi-threaded auto-smooth,
tagging edges as sharp is still single threaded.

Reviewed By: mont29

Ref D11928
July 23, 2021, 00:13 (GMT)
Man Page: Fix spelling
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