July 23, 2021, 10:24 (GMT) |
GPencil: Exclude hidden layers |
July 23, 2021, 10:24 (GMT) |
GPencil: Use bool instead of int |
Revision 607119d by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-merge-by-distance, soc-2021-porting-modifiers-to-nodes_all) 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). |
Revision d777efb by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-merge-by-distance, soc-2021-porting-modifiers-to-nodes_all) 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 |
Revision 7425af1 by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-merge-by-distance, soc-2021-porting-modifiers-to-nodes_all) July 23, 2021, 06:14 (GMT) |
initial commit |
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 |
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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