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Blender Git "greasepencil-refactor" branch commits.

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December 15, 2019, 13:02 (GMT)
Revert "GPencil: Refactor: Add Top to bottom layer masking using stencil"

This reverts commit 6bcd877ebb9a99482bd7f15eae08a3b383b2a706.
December 15, 2019, 10:18 (GMT)
Merge branch 'master' into greasepencil-object

Conflicts:
release/scripts/presets/keyconfig/keymap_data/industry_compatible_data.py
release/scripts/startup/bl_ui/properties_grease_pencil_common.py
release/scripts/startup/bl_ui/properties_paint_common.py
release/scripts/startup/bl_ui/space_topbar.py
release/scripts/startup/bl_ui/space_view3d.py
release/scripts/startup/bl_ui/space_view3d_toolbar.py

This commit has broken all new graese pencil Vertex Paint, Sculpt mode
and Weight mode and need a review.
December 15, 2019, 02:42 (GMT)
GPencil: Refactor: Add Top to bottom layer masking using stencil

This uses the 8bits as binary mask layer. This is really
efficient but has the downside of not allowing gradient transparency.

This also allows for different masking ranges and even (maybe) masking
boolean operations (nested masks etc..) but implementing this sort of
this might complexify the UI and the implementation.

The reason we went for binary visibility is that our blending modes
cannot operate correctly if not using a bottom-up rendering of the
layers (due to low precision color buffers). So blending all masked
layers to another temp buffer or blending layer top to bottom is not
doable without loosing the blending features. The workaround for this
would be to use RGBA16F everywhere and use many double buffers. Which
would kill performance and is really unpractical.

Now we just limit the number of masks to be 8. Lifting this limit
is a todo.
December 15, 2019, 02:19 (GMT)
GPencil: Refactor: Fix crash caused by material preview render
December 15, 2019, 02:14 (GMT)
DRW: Add DRW_shgroup_stencil_set to set all stencil test values

This is to allow more fine tuning. The other function is
deprecated and need to be replace.
December 14, 2019, 19:30 (GMT)
Revert "GPencil: Refactor: Change Mask Behavior"

This reverts commit eb3fe4c8486fe1253cf8725b6083238dca7d256e.
December 14, 2019, 17:58 (GMT)
GPencil: Refactor: Fix broken selection
December 14, 2019, 17:58 (GMT)
GPencil: Refactor: Change Mask Behavior

This is a work in progress Masking now done by a particular layer and
applied on all layers underneath.
December 14, 2019, 11:50 (GMT)
Cleanup: Sort flag options
December 14, 2019, 09:02 (GMT)
Merge branch 'greasepencil-object' into greasepencil-refactor
December 14, 2019, 09:01 (GMT)
Merge branch 'master' into greasepencil-object
December 14, 2019, 02:31 (GMT)
GPencil: Refactor: Speedup: Only blend pixels rendered in the layer
December 14, 2019, 02:21 (GMT)
GPencil: Refactor: Implement Layer Masking
December 14, 2019, 02:21 (GMT)
GPencil: Refactor: Fix Overlay Blend mode

There was a mistake in the implementation. The step were reversed and
alpha was affecting the blend result.
December 14, 2019, 01:45 (GMT)
GPencil: Refactor: Add depth merge pass

This pass merge the stroke depth to the 3D depth buffer. This makes GP objs
to mask overlays correctly.

2D objects depth is using the object center depth only. This is to be
improved.
December 14, 2019, 01:39 (GMT)
Cleanup: GPencil: CamelCase for uniforms
December 14, 2019, 01:36 (GMT)
GPU: Framebuffer: Fix missing color mask
December 13, 2019, 20:25 (GMT)
GPencil: Refactor: Fix 3D stroke offset

The offset was way too big.
December 13, 2019, 20:24 (GMT)
GPencil: Refactor: Add depth test in the fragment shader

Now the GPencil object can correctly intersect the scene.

Previously (old implementation) 2D GPencil objects would poke through
in front meshes in certain situations (depending on stroke order). This is
now fixed.

This does not fix the intersection with the overlays.
December 13, 2019, 19:18 (GMT)
GPencil: Refactor: Fix overlay blending math

A sign error in optimized code.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021