April 13, 2015, 10:48 (GMT) |
Alembic: Fix compilation error with alembic disabled Was a mismatch in stub factory methods, presumably after some recent changes in hair/strands. |
April 13, 2015, 08:34 (GMT) |
workaround for VBOs on Mesa |
April 12, 2015, 12:41 (GMT) |
Merge branch 'alembic' into gooseberry Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp |
April 12, 2015, 12:39 (GMT) |
Fix for broken and messy particle time values to get consistent caches. Particles use 0..100 range for parent particle "times" (curve parameter) and 0..1 for children. For caches this is now uniformly calculated in the 0..1 range to avoid breaking child interpolation. |
April 11, 2015, 19:51 (GMT) |
Used the mass parameter for hair simulation. |
April 11, 2015, 19:50 (GMT) |
Optional force and jacobian return values from angular bending springs, for occasional debugging. |
April 11, 2015, 18:24 (GMT) |
BGE DeckLink: fix extend mode. The algorithm copied from VideoTexture's fast scaling was working only for shrinking but we also need expanding here. Fixed that. |
April 11, 2015, 15:32 (GMT) |
Merge branch 'alembic' into gooseberry |
April 11, 2015, 15:31 (GMT) |
Fix for install_deps script: declare "skip-alembic" as a formal parameter or it won't be parsed at all. |
April 11, 2015, 12:04 (GMT) |
Fix for missing function argument commented out during cleanup. |
April 11, 2015, 10:44 (GMT) |
Child strand deformation based on parent motion states when reading from caches. This allows child strands to follow the motion of parent strands as calculated by the hair simulation. Unlike the particle system path caching, this method does not regenerate all the children every frame. Instead, it relies on an initial child setup that defines the base shape, then applies the parent motion as a weighted linear deformation. The result is in fact the same as with regular particle clumping, kink, roughness etc.. Particles also take care to not change the child shape when the parent moves, but this is not formalized anywhere (which makes changing particle code quite difficult). So ignoring the particle code is both permissible and efficient. |
April 11, 2015, 10:38 (GMT) |
Fix for stupid particle times. Normalize particle 'time' values to 0..1 range when writing to cache, anything else is useless. |
April 10, 2015, 23:16 (GMT) |
Fix crashes on undo when workflow has a nodetree. Still getting memory leaks on exit, they likely occur because main is owner of nodetree but we should give it to workflow instead. |
April 10, 2015, 21:43 (GMT) |
Merge branch 'asset-experiments' into asset-engine |
April 10, 2015, 21:42 (GMT) |
Merge branch 'master' into asset-experiments Conflicts: source/blender/blenlib/intern/BLI_filelist.c source/blender/imbuf/IMB_thumbs.h source/blender/imbuf/intern/thumbs.c |
April 10, 2015, 21:34 (GMT) |
Workflow shader fixes: * ID type for GPUWorkflow shaders gets refined correctly * GPUWorkflow correctly linked to spaceview3d when loading file * Correct Icons in Node editor * Creating a node tree works (but it's empty) |
April 10, 2015, 21:00 (GMT) |
BGE DeckLink: small linux compilation fix. |
April 10, 2015, 19:07 (GMT) |
BGE VideoTexture: 3D support+performance boost on DeckLink. ImageViewport will now skip the unnecessary RGBA32 filtering if the capture is already in the RGBA format. This will be the case if alpha=True and no filter is set. This saves a great deal of CPU. Add swap attribute to DeckLink to skip pixel format conversion between VideoTexture internal (RGBA) and DeckLink (BGRA). This is to test the benefit of passing the image directly to the board without intermediate copy => great boost of performance. However, it will be necessary to change the VideoTexture internal pixel format from RGBA to BGRA. 3D stream is now fully supported on DeckLink, the right eye image is passed via a new 'right' attribute (name not definitive). To generate this image one can simply put a second camera to figure the right eye and capture its view with ImageRende. |
Revision ac6038e by Sergey Sharybin (cycles_memory_experiments, gooseberry, gooseberry_farm, temp_motionpaths) April 10, 2015, 18:20 (GMT) |
Cycles: free mesh BVH after packing the scene BVH The idea is to avoid having original BVH and BVH packed into scene BVH and hence reduce memory footprint. This change doesn't give any measurable differences on it's own, but together with D1215 and D1217 it gives quite nice results. Reviewers: campbellbarton, brecht, juicyfruit Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1218 |
Revision 90c18b4 by Sergey Sharybin (cycles_memory_experiments, gooseberry, gooseberry_farm, temp_motionpaths) April 10, 2015, 18:19 (GMT) |
Cycles: Synchronize images after building mesh BVH This way memory overhead caused by the BVH building is not so visible and peak memory usage will be reduced. Implementing this idea is not so straightforward actually, because we need to synchronize images used for true displacement before meshes. Detecting whether image is used for true displacement is not so striaghtforward, so for now all all displacement types will synchronize images used for them. Such change brings memory usage from 4.1G to 4.0G with the 01_01_01_D scene from gooseberry. With 01_01_01_G scene it's 7.6G vs. 6.8G (before and after the patch). Reviewers: campbellbarton, juicyfruit, brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D1217 |
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