June 8, 2016, 19:45 (GMT) |
World space switch for BI nodes. At the moment light shading in Blender is produced in viewspace. Apparently, that's why shader nodes work with normals in camera space. But it is not convenient for artists. The more convenient approach is implemented in Cycles where normals are represented in world space. Blend4Web Team designed the engine keeping in mind shader parameters readability, so normals are interpreted in world space as well. And now our users have to use some tweaks, like empty node group with the name "Replace", which is replacing one input by another on the engine side (replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine). This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport. This patch is very important to us and we crave to see this patch in Blender 2.7 because it will significantly simplify Blend4Web material creation workflow. {F315547} {F315548} Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2046 |
June 8, 2016, 19:45 (GMT) |
Cycles: Simplify check for degenerated faces on GPU Still not sure how to properly solve the issue, needs some trickery to get actual optimized values from intersection function (using printf() avoids some optimization and makes stuff render correct). For the time being let's just simplify check. |
June 8, 2016, 19:45 (GMT) |
Add TODO about vertex color linearization to GLSL code It's not really clear at this moment how we can detect cases when attribute needs linearization. For now added a comment so we don't forget about this, hopefully. |
June 8, 2016, 19:45 (GMT) |
ndof: enable Linux support by default, unless libs missing |
June 8, 2016, 19:45 (GMT) |
GLSL: Fix voronoi texture giving different results form rendered |
June 8, 2016, 19:45 (GMT) |
3D Text: move undo into its own file |
June 8, 2016, 19:45 (GMT) |
Fix T47257: bevel crash when there are internal faces. Bevel had assumed that when rebuilding a face that touches a vertex with beveled edges, the edges of the face at that vertex would be adjacent in internal order. That is not necessarily true if there are edges with more than two faces attached. We could just prohibit beveling any edges that touch a vertex where this happens (we already don't bevel non-manifold edges) but the use case in the model of T47257 seems reasonable. Also had to fix the edge-ordering code, and the face reconstruction code to take care of cases where the face normal may not be as expected. |
June 8, 2016, 19:45 (GMT) |
BLI_task: Add new 'BLI_task_parallel_range_finalize()'. Together with the extended loop callback and userdata_chunk, this allows to perform cumulative tasks (like aggregation) in a lockfree way using local userdata_chunk to store temp data, and once all workers have finished, to merge those userdata_chunks in the finalize callback (from calling thread, so no need to lock here either). Note that this changes how userdata_chunk is handled (now fully from 'main' thread, which means a given worker thread will always get the same userdata_chunk, without being re-initialized anymore to init value at start of each iter chunk). |
June 8, 2016, 19:45 (GMT) |
Fixed a rare case of NaN in Cycles This fixes a rare case where NaNs could exist inside Cycles. When certain invalid meshes were passed in, Cycles would try too normalize a zero length normal during its setup stage. While it does check against division by zero, it still returns a zero length normal and passes it on to the path tracing kernel. The kernel then operates under the assumption that normals are valid, and in the case of such a zero length normal, would eventually create NaNs that propagate through and result in black pixels. Reviewers: #cycles Subscribers: brecht, sergey Projects: #cycles Differential Revision: https://developer.blender.org/D2008 |
June 8, 2016, 19:45 (GMT) |
Code refactor: nodify Cycles shader and lights. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
Sequencer's histogram view: OMP -> BLI_task. New code using loop/finalize model is about 45% faster (from 4.4ms tp 2.4ms per frame, overall playback of single shot in sequencer in this preview mode goes from 40 to 45fps). |
June 8, 2016, 19:45 (GMT) |
Image editor: Show actual value of single-channel buffer in sample info Previously if image only had single channel only z buffer value was displaying. This isn't handy for cases when you've got single channel buffer which is not a z buffer. Also fixed possible read past the array. |
June 8, 2016, 19:45 (GMT) |
RNA: disable animating object dimensions |
June 8, 2016, 19:45 (GMT) |
CMake/ Visual Studio 14 2015, Use one library name for openal for both 2013 and 2015 |
June 8, 2016, 19:45 (GMT) |
Added support for non numeric bone layer labels (could happen when importing from other tools) Differential Revision: https://developer.blender.org/D2037 |
June 8, 2016, 19:45 (GMT) |
Fix T48600: VSE strip 'side selection' fails in 'Both' case. Looks like a line was forgotten in the 'BOTH' case in code... |
June 8, 2016, 19:45 (GMT) |
Cleanup: parenthesize defines |
June 8, 2016, 19:45 (GMT) |
Cleanup: Further tweaks for consistency and simplifications. Now I can start adding half float without adding even bigger mess to all these functions. ;) |
June 8, 2016, 19:45 (GMT) |
Cycles: Cleanup after recent refactor Wrong indentation, wrong spacing. |
June 8, 2016, 19:45 (GMT) |
Cleanup code style inconsistency in last commits. |
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