June 9, 2016, 12:09 (GMT) |
Cleanup: API consistency. |
June 9, 2016, 12:09 (GMT) |
Cleanup: indentation. |
June 9, 2016, 12:09 (GMT) |
Cleanup: find Alembic CMake module. |
June 9, 2016, 11:28 (GMT) |
Compilation error fix after recent cleanup Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;) |
June 9, 2016, 11:28 (GMT) |
Cleanup: GPU arg wrapping |
June 9, 2016, 11:28 (GMT) |
Cleanup: GPU headers |
June 9, 2016, 11:28 (GMT) |
GPU: avoid disabling basic-shader for lasso Replace glDrawPixels w/ glaDrawPixelsTex |
June 9, 2016, 11:28 (GMT) |
Fix armature stick draw, unpack-alignment was set but never restored Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender. |
June 9, 2016, 11:28 (GMT) |
glutil: add glaGetOneInt helper |
June 9, 2016, 10:50 (GMT) |
Merge branch 'master' into cycles_hair_bvh |
June 9, 2016, 10:29 (GMT) |
Generalized code generation for nodes to support more complex control flow in the future. The basic idea is that a node represents a function F, without assuming anything about how the input expressions are evaluated: F = F() In most common case this function can be decomposed and defined in terms of concrete values, which are given by the input expressions: F = F'(G1(), G2(), ...), where Gn are the respective inputs of the node This is a first *very* naive implementation. It would rely heavily on common-subexpression- elimination (CSE) to avoid generating the same code paths over and over again. There should probably be some initial optimization on the BVM node level instead of relying just on LLVM passes. The purpose of this generalization is to allow more complicated control flow inside node functions. Nodes would then also be able to take additional variable arguments (e.g. an index), which can be modified before being used as internal arguments for input expressions. |
June 9, 2016, 10:05 (GMT) |
Read subdivision attributes in kernel We can now store and retrieve attributes for subdivision meshes, tho in some places behavior of attributes may not be entirely correct yet. |
June 9, 2016, 10:05 (GMT) |
Generate attributes for subdivision meshes |
June 9, 2016, 10:05 (GMT) |
Add support for storing subdivision attributes in Mesh |
June 9, 2016, 10:04 (GMT) |
Copy patches to device memory |
June 9, 2016, 10:01 (GMT) |
Pack patch info into triangle data Pack data for finding the originating patch of a triangle into unused bytes in __tri_verts, __tri_vnormal and __tri_vindex. Since these bytes weren't being used there's no increase in memory usage and we avoid more complicated logic that would be necessary if this data was stored in attributes. |
June 9, 2016, 10:01 (GMT) |
Remove Mesh::forms_quad array No longer needed now that we can have quad patches |
June 9, 2016, 10:01 (GMT) |
Sync patches from Blender to Cycles |
June 9, 2016, 10:00 (GMT) |
Add patch primitive to Mesh Needed for subdivision and proper attribute interpolation |
June 9, 2016, 09:15 (GMT) |
get re-projection error and make it displayed right in blender |
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Master Commits
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