Blender Git Loki

Blender Git "greasepencil-refactor" branch commits.

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November 23, 2018, 15:24 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 22, 2018, 23:16 (GMT)
Add GP modifer to extract strokes
November 22, 2018, 22:05 (GMT)
Add option to select contour verts
November 20, 2018, 19:17 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 20, 2018, 18:12 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 20, 2018, 15:35 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 20, 2018, 08:28 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 19, 2018, 19:09 (GMT)
Fix problem with onion in multiwindow mode
November 19, 2018, 18:47 (GMT)
Fix problem with storage index

The storage index was not updated and the object scale and other data were wrong
November 19, 2018, 16:15 (GMT)
Use Time Offset modifier to calc VBOs size

The active frame can be different if there is a time offset modifier.
November 19, 2018, 15:55 (GMT)
GP: Small cleanup
November 19, 2018, 15:30 (GMT)
Merge branch 'blender2.8' into greasepencil-object

Conflicts:
source/blender/draw/engines/gpencil/gpencil_draw_utils.c
November 19, 2018, 15:26 (GMT)
GP: Recalc VBOs size with modifiers

Some modifiers can change the total number of points.
November 19, 2018, 10:37 (GMT)
GP: Alloc maximum size

The resize of the VBOs is very heavy for the CPU, so now the maximum size is allocated.
November 19, 2018, 04:51 (GMT)
Merge remote-tracking branch 'remotes/origin/blender2.8' into soc-2018-npr

# Conflicts:
# release/scripts/addons
# release/scripts/addons_contrib
# source/blender/makesdna/DNA_lamp_types.h
November 18, 2018, 19:36 (GMT)
Change default VBO size for FILL
November 18, 2018, 18:49 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 18, 2018, 16:06 (GMT)
GP: Some fixes after merge
November 18, 2018, 15:39 (GMT)
Merge branch 'blender2.8' into greasepencil-object
November 17, 2018, 16:52 (GMT)
GP: Drawing Engine use only one batch

This is part of T57829.

Reduce the number of used batches to only one by shader type. This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more.

Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add().

All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock.

For particles, now the code is faster and cleaner and gets better FPS.

Thanks to Cl�ment Foucault for his help and advices to improve speed.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021