July 17, 2014, 15:33 (GMT) |
OpenSubdiv: Add a workaround to prevent crash using OpenGL from non-main thread |
July 17, 2014, 15:25 (GMT) |
Added new eval code (computes first and second surface partials). Still buggy near multi-knots. |
July 17, 2014, 14:45 (GMT) |
OpenSubdiv: Get rid of legacy drawing hacks in opensubdiv_gpu |
July 17, 2014, 14:34 (GMT) |
OpenSubdiv: Initial glue to the GPU_material routines For now this only tested on matcaps, the rest of GLSL display is considered unworkable. This implements ability to define geometry shader for the GPU material which later is to be used for texture coordinates generation. For now GOU materials are split depending on thether they're used for OpenSubdiv mesh display or for "regular" mesh display. In the future it'll be possible to get rid of such a split, but that'd require a bit of changes in how this stuff is used all over the place. better to do it after the viewport refactor project. And we're now officially only supporting GPU-side tessellation only for rather modern GPU, supporting older ones becomeng more and more difficult. If GPU does not support recent GLSL shading then Blender will fallback to CPU-side grids evaluation, but it will still happen using OpenSubdiv. So in the future (once we'll support uniform subdivisions in evlauator API) there'll be no differences between old and new GPU visualization. For those who're using older GPU added new compute type in user preferences which is called NONE. This means CPU-side tessellation will be used. |
July 17, 2014, 13:36 (GMT) |
removing source duplicates |
July 17, 2014, 13:12 (GMT) |
compiling & linking; unused paths deleted; compile flags for manta removed |
July 17, 2014, 11:51 (GMT) |
depends added, unused list commands removed |
July 17, 2014, 11:20 (GMT) |
non-existing files generated and preprocessed |
July 17, 2014, 11:19 (GMT) |
OpenSubdiv: Use some hacks in order to make it easier to glue with GPU_material The idea is to use older glsl version (namely 1.3, the same as used for bump mapping) and require some extensions from newer GLSL in order to use geometry shader. This all should make it easier to glue up OpenSubdiv shaders with shaders from GPU_material. |
July 17, 2014, 09:57 (GMT) |
OpenSubdiv: Cleanup -- no need to use extensions from glsl4 when shader is glsl5 |
July 17, 2014, 09:06 (GMT) |
OpenSubdiv: Fix crash when drawing mesh without faces |
July 17, 2014, 08:56 (GMT) |
OpenSubdiv: Reduce number of glDrawEleemnts calls when in solid view Made it so OsdGLMesh partitions are drawn in batches, so if mesh does have a continuous set of faces with the same material they all will be displayed with a single glDrawEelemnts call. Not sure how this affects on performance on the better quality cards, but on laptop it brings FPS back to the same value as it was before implementing multiple textures in solid view (it's around 25% speed gain on Intel card). That's a good practice anyway to reduce number of glDrawElements anyway, so even if we wouldn't support low-end GPU with old driver (because of geometry shader) it's still good to have. Improvements to textured and GLSL display will be done later, |
July 17, 2014, 08:00 (GMT) |
paths for repositioned manta_pp folder correct |
July 17, 2014, 08:00 (GMT) |
removing repository info |
July 17, 2014, 08:00 (GMT) |
fixed prep-not-found issue,files compiling |
July 17, 2014, 07:32 (GMT) |
OpenSubdiv: Simplify code around wireframe mittion |
July 17, 2014, 07:21 (GMT) |
OpenSubdiv: Reduce number of glGet* per mesh drawing This also reduces number of inverse matrix calculation by updating light model and transformation matricies once per mesh drawing. |
July 17, 2014, 06:41 (GMT) |
OpenSubdiv: Dedublicate a bit of a code |
July 17, 2014, 06:14 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 16, 2014, 22:19 (GMT) |
Use size for fixed length array args |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021