June 14, 2019, 18:26 (GMT) |
Cloth: more work done to update cloth after remesh Getting closer and closer to updating the cloth mesh Better method to get values of the new ClothVertex Freeing previous cloth and assigning the clothObject to the new cloth Some obstacles to tackle include: finding ClothVertex from MVert in an efficient manner; recreating many parts of the Cloth (bvhtree, tri, springs, etc) |
Revision 4f5f19c by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 14, 2019, 18:10 (GMT) |
Merge branch 'master' into greasepencil-object |
Revision 34fa0f8 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 14, 2019, 17:07 (GMT) |
Set up DirectX window to support drawing With this the VR window should open fine and get cleared in a red-ish orange using Direct3D 11 calls (well, on Windows that is). The window still draws a 3D view to an offscreen buffer. Where we usually just swap the buffers, we now allow calling a GHOST function to blit the offscreen OpenGL buffer to whatever type of graphics buffer the window uses (DirectX here). The nice thing about this approach is that all DirectX code stays in GHOST_ContextD3D.cpp. And the entire compatibiliy code can go into a single function higher level modules don't need to care about. This also fixes a number of issues introduced in earlier commits. |
Revision 43e223c by Sybren A. Stüvel June 14, 2019, 16:06 (GMT) |
NULL -> nullptr |
Revision a3481d1 by Sybren A. Stüvel June 14, 2019, 15:35 (GMT) |
Beaaaautiful |
June 14, 2019, 15:23 (GMT) |
Cloth: start implementation of updating cloth with new vertices Idea is to flag all the newly created vertices. After all of the remeshing, create a new Cloth and add all the flagged vertices as well, switch out old Cloth for new Cloth. This is done because it seems harder to update the Cloth every time a new vertex is formed, would be easier to flag those vertices in BMesh and update the Cloth after the fact. Currently added support to find the new ClothVertex's values. Some design via comments added. |
Revision 0cf565a by Sybren A. Stüvel June 14, 2019, 14:41 (GMT) |
Abstracted hierarchy walking of Alembic exporter |
June 14, 2019, 13:02 (GMT) |
OpenVDB: Make "simplify" available for render |
June 14, 2019, 13:02 (GMT) |
Cycles: Fixed OpenVDB path names, there was a possible memory corruption when generating the absolute path to a VDB file. |
June 14, 2019, 13:01 (GMT) |
Cycles: More work on OpenVDB rendering. Moved it out of ImageManager to a VolumeManager. Added custom transforms to OpenVDB to swap and mirror XYZ. |
June 14, 2019, 12:42 (GMT) |
[Fast import/export] Refactored iterators and added code to test copying data |
Revision 54d875e by Sybren A. Stüvel June 14, 2019, 12:24 (GMT) |
Start of abstract hierarchy iterator for exporters |
June 14, 2019, 11:49 (GMT) |
Cycles: First attempts at making OpenVDB modifier show up in render |
Revision 8f7c486 by Sybren A. Stüvel June 14, 2019, 10:09 (GMT) |
Breaking stuff |
Revision df385eb by Antonio Vazquez (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) June 14, 2019, 08:12 (GMT) |
Merge branch 'master' into greasepencil-object |
Revision 1636672 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 14, 2019, 00:41 (GMT) |
Draw into OpenGL offscreen context in the DirectX window. The window doesn't show anything of course. However we draw (at least I assume it does) as regular, just into a window offscreen context. A valid 3D view is created in the window. It's not visible but you see cursor changes as you move over the window. So handling works. |
June 13, 2019, 21:31 (GMT) |
OpenVDB: Added backwards compatibility with Tangent 2.78 builds. |
Revision fc8127d by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 13, 2019, 21:24 (GMT) |
(Disabled) code to open a DirectX window with the VR session The window immediately crashes, hence keeping it disabled for now. Not sure how much of this I'll leave in, for now this is mainly for testing DirectX compatibility. |
June 13, 2019, 21:20 (GMT) |
Outliner Visibility: Add Invisible filter This adds an object invisible filter to the outliner to only show hidden or disabled objects in the outliner. In large scenes, it is often difficult to locate hidden objects in the outliner to show them again. This invisible filter makes it easier. |
June 13, 2019, 20:16 (GMT) |
Merge branch 'master' into soc-2019-outliner |
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