July 4, 2014, 16:31 (GMT) |
OpenSubdiv: Just add comments about some new TODOs |
July 4, 2014, 16:30 (GMT) |
Added getNumOfAASamples to GHOST_IWindow interface. I was going to use it for something, but decided to use glGetIntegerv(GL_SAMPLES, &i) instead. It may be the case that neither this nor stereoVisual should be cached. |
July 4, 2014, 15:25 (GMT) |
OpenSubdiv: CPU-side simple subdivisions now really kind of work Before this change it was always CC, because of lack of some changes in the branch. |
July 4, 2014, 14:45 (GMT) |
OpenSubdiv; Simple subdivisions now uses bilinear subdivisions from OSD This replaces fallback mode to a legacy implementation and uses new API from OpenSubdiv to create mesh with bilinear subdivisions. This requires latest OSD library from our cuda-dynload branch and blender now can't be compiled with the precompiled library on Windows. This also brings a bit of a regression for CPU-side simple subdivisions calculation because there's some bug in OSD which leads to some curvature when using adaptive subdivisions/ |
July 4, 2014, 11:03 (GMT) |
OpenSubdiv: Support edge and outline drawing This gives some performance drop, most of it could be solved by skipping base vertices synchronization when drawing both outline ad solid view. |
July 4, 2014, 10:48 (GMT) |
Fixing own mistake |
July 4, 2014, 10:47 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 3, 2014, 22:52 (GMT) |
Incorporated D460 undo fix in soc-2014-shapekey |
July 3, 2014, 22:45 (GMT) |
Fixed undo in editmode getting things broken This actually consisted of two bugs: scratch shape key was interfering with undo and with-topology-change shape swithing was handled incorrectly. Spent way too much time pinpointing this, ugh! :( |
July 3, 2014, 22:30 (GMT) |
Merge remote-tracking branch 'origin/master' into soc-2014-bge |
July 3, 2014, 16:23 (GMT) |
OpenSubdiv: Make drawing even closer to legacy viewport drawing This actually disables using any GLSL for drawing quads in favor of using default tessellation and shading. This is achieved by enabling client states for vertices and normals and this have the following benefits: - Makes code closer to what's happening in GPU at this moment, hopefully this means we can use GPU_material and rest of the routines from this area for shading/texturing the model. - For now it allows to have smooth and flat shading, currently this flag is used from the first face, need to fill in face flags accordingly to the original mesh. This code is under OPENSUBDIV_LEGACY_DRAW define which makes it rather easy to distinguish and get rid of when we'll have viewport rrefactor in place and when it'll be more clear how OpenSubdiv+shading/texturing would fit in there. |
July 3, 2014, 15:43 (GMT) |
Bugfix: inadvertant bool_SUB->bool_UNION fix for trimming verts that start in a grid cell but not in any of its polygons. |
July 3, 2014, 12:47 (GMT) |
Color management tweaks |
July 3, 2014, 12:28 (GMT) |
OpenSundiv: Remove debug-only code |
July 3, 2014, 11:26 (GMT) |
First round of taking care of code review remarks from sergey |
July 3, 2014, 11:17 (GMT) |
OpenSubdiv: hide OpenCL compute method if no devices found |
July 3, 2014, 10:32 (GMT) |
Implement smooth shading for OpenSubdiv This is rather an experiment commit which places all the needed bits for the smooth shading in viewport. Approach is similar to the simpleCpu example application, which computes lo-res normal on CPU and passes them to OpenSubdiv. Then the shader then have access to vertex normals and passes them to the fragment shader. At this point all the shading is smooth currently, flat shading will be landed when all the material from Blender are taken into account. |
July 3, 2014, 09:07 (GMT) |
Merge remote-tracking branch 'origin/master' into soc-2014-bge |
July 3, 2014, 07:58 (GMT) |
Add comment around adaptive subsivisions They will requite tessellation shader implemented, let's not worry about this at this point. |
July 3, 2014, 06:54 (GMT) |
Patch D443: A new implementation of the Array Modifier By PatB Committing to temp branch to do testing and finalize before going into master |
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