April 16, 2015, 17:56 (GMT) |
cache GPUx batches for performance++ WIP â?? developed on Mac, want to test on Linux & Windows so pushing unfinished. Everything needed for drawing is collected into a GPUxBatch. These are generated per-object the first time drawn, then reused for subsequent draws. Regenerated when DerivedMesh or draw mode changes. TODO: - actively reclaim memory (like gpu_buffers.câ??s pool) - store a list of batches per DM, for complex drawing - find cause of low perf on high poly OB_SOLID rendering |
April 16, 2015, 16:28 (GMT) |
WIP work to pass asset data to operator. Asset engine ID, asset/variant/revision uuids, root path... First goal is link code! |
April 16, 2015, 15:28 (GMT) |
BGE Decklink: upgrade to Desktop Video 10.4 |
April 16, 2015, 14:24 (GMT) |
Merge branch 'cycles_memory_experiments' into gooseberry |
April 16, 2015, 14:08 (GMT) |
Merge branch 'alembic' into gooseberry |
April 16, 2015, 13:50 (GMT) |
Revert recent commits, no time to improve things now. |
April 16, 2015, 12:55 (GMT) |
Merge branch 'asset-experiments' into asset-engine |
April 16, 2015, 12:49 (GMT) |
Merge branch 'master' into asset-experiments |
Revision 78f8c3e by Sergey Sharybin (cycles_memory_experiments, gooseberry, gooseberry_farm, temp_motionpaths) April 16, 2015, 12:42 (GMT) |
Merge branch 'master' into cycles_memory_experiments |
April 16, 2015, 11:03 (GMT) |
Merge branch 'master' into gooseberry Conflicts: source/blender/editors/space_view3d/drawobject.c |
April 16, 2015, 10:52 (GMT) |
Don't write dupli instances to caches in the Render pass. Duplilists are always generated for viewport/realtime settings, render settings only affect the mesh geometry but not the duplis. |
April 16, 2015, 10:07 (GMT) |
Cleanup: Removed unused writer/reader classes for Alembic. These classes were used previously to write parts of the Blender DNA directly to Alembic. Their code is shared with other classes that are still in use, so none of the really substantial parts have been deleted. |
April 16, 2015, 09:57 (GMT) |
Cleanup: Removed unused parts of the C API for caching. This only removes trivial C function wrappers for parts of the C++ code that are not used directly any more from outside the bl_pointcache library. Some internal parts may be removed later, this cleanup is mostly to reduce code noise. |
April 16, 2015, 09:51 (GMT) |
Renamed passes for cache writing to reflect their origin with mesh modifier evaluation. |
Revision f5d5ffd by Sergey Sharybin (cycles_memory_experiments, gooseberry, gooseberry_farm, temp_motionpaths) April 16, 2015, 09:32 (GMT) |
Smoke: Fix compilation error with smoke disabled |
April 16, 2015, 08:46 (GMT) |
Merge branch 'asset-experiments' into asset-engine |
April 16, 2015, 08:45 (GMT) |
Merge branch 'master' into asset-experiments |
April 16, 2015, 08:42 (GMT) |
Remove the dual "root" object at the top of Alembic archives. Using two full scene nodes for render/realtime data creates a lot of duplication in both storage and processing time. Instead storing specific data types like meshes in different versions keeps duplication to the necessary minimum and allows easier fallback where available. |
April 15, 2015, 20:41 (GMT) |
Fix OpenCL on Apple again, double spaces in compile arguments. |
April 15, 2015, 20:15 (GMT) |
Initial support for icon/preview/thumbnail of files, including py API. All this is rather rough at the edges still, but seems to be working from quick tests. Basically, it: * Rework a bi BKE_icon, adding a special kind of icons, which type is 0, and which own a PreviewImage in their obj field. * Add helper to generate such icon from a file path. * Add RNA API (to bpy.data currently). So now, one can request a 'Preview' for a given path, that preview has an icon_id that can be passed as 'icon_value' parameters of UILayout functions. Main issue currently is, if you request several time same path, you'll get different icons/previews each time, maybe we want to store paths in another ghash instead? |
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