Blender Git Loki

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December 22, 2019, 13:21 (GMT)
replace time span with float interval
December 22, 2019, 12:53 (GMT)
cleanup influences collector
December 22, 2019, 12:44 (GMT)
cleanup
December 22, 2019, 12:42 (GMT)
remove task c++ wrapper in favor of tbb
December 22, 2019, 12:22 (GMT)
use tbb for parallel code
December 22, 2019, 11:48 (GMT)
use IndexMask in more places
December 22, 2019, 11:40 (GMT)
cleanup
December 22, 2019, 11:37 (GMT)
cleanup usage of IndexMask
December 22, 2019, 11:32 (GMT)
use IndexMask in more places
December 22, 2019, 11:26 (GMT)
cleanup naming
December 22, 2019, 10:10 (GMT)
cleanup naming
December 22, 2019, 09:58 (GMT)
speedup multi function evaluation
December 21, 2019, 20:11 (GMT)
GPencil: Refactor: Implement rounded caps

This was a bit tricky to do it cleanly. We create a mask using the stroke
point coordinates and extend the stroke geometry to uncover the mask if the
round caps are needed.

This was needed to be able to workaround the projection artifact of uvs.

Note that this code could be used for stroke shape in the future.
December 21, 2019, 15:03 (GMT)
Merge branch 'greasepencil-object' into greasepencil-refactor
December 21, 2019, 15:01 (GMT)
Merge branch 'master' into greasepencil-object
December 21, 2019, 07:52 (GMT)
Merge branch 'greasepencil-object' into greasepencil-refactor
December 21, 2019, 07:51 (GMT)
Merge branch 'master' into greasepencil-object
December 21, 2019, 00:53 (GMT)
GPencil: Refactor: Make light power match cycles and EEVEE

This was eyeballed with colormanagement being off. So I wouldn't be
surprise if this comes out not perfect.
December 21, 2019, 00:21 (GMT)
GPencil: Refactor: Use more correct depth merge approximation for 2D object

We now use a plane that follows the computed shading normal.
The plane follows the camera rotation but also takes the gpobject volume
into account.
December 21, 2019, 00:21 (GMT)
GPencil: Refactor: Use normal approximation for lighting

We compute the normal using the bounding box size and the view vector to
the center of the bounding box. We then scale the normal w.r.t. the BBox
size and transform it back to world space. This gives us a flat normal
for objects without depth and a rotating normal for object that are
not.

This will also be used for correct depth mixing.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021