July 6, 2015, 11:39 (GMT) |
Merge branch 'master' into opensubdiv-modifier Conflicts: source/blender/blenkernel/intern/DerivedMesh.c source/blender/makesrna/intern/rna_userdef.c |
June 16, 2015, 12:12 (GMT) |
Merge branch 'master' into opensubdiv-modifier Conflicts: CMakeLists.txt SConstruct build_files/cmake/macros.cmake build_files/scons/tools/Blender.py build_files/scons/tools/btools.py source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/subsurf_ccg.c source/blender/gpu/CMakeLists.txt source/blender/gpu/GPU_extensions.h source/blender/gpu/GPU_material.h source/blender/gpu/SConscript source/blender/gpu/intern/gpu_codegen.c source/blender/gpu/intern/gpu_codegen.h source/blender/gpu/intern/gpu_draw.c source/blender/gpu/intern/gpu_extensions.c source/blender/gpu/intern/gpu_material.c source/blender/makesdna/DNA_userdef_types.h source/blender/makesrna/SConscript source/blender/makesrna/intern/CMakeLists.txt source/blender/windowmanager/CMakeLists.txt source/blender/windowmanager/SConscript |
August 8, 2014, 09:58 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
August 6, 2014, 10:58 (GMT) |
OpenSubdiv: Add check for changing crease For now it re-creates topology from scratch, not sure we can re-use previous topology at all in such cases. would need to check with OpenSubdiv documentation. This could make framerate of playback slower. |
August 6, 2014, 10:24 (GMT) |
OpenSubdiv: Define NOMINMAX on Windows platform This way we can compile with current policy of OpenSubdiv, this is for at least until this defines are figured out from the OpenSubdiv side. |
August 6, 2014, 10:18 (GMT) |
OpenSubdiv: Initial support of crease For now only works for display viewport and it's not dynamically updating. Dynamic update will be solved from Blender side, but rendering is more tricky because it uses evaluator API which seems to ignore crease tags currently. |
August 6, 2014, 09:52 (GMT) |
OpenSubdiv: Prevent garbage shading when displaying vertex colors/weights This is for cases when vertex colors or weights are visualising. Currently we don't have CD layers for this data and here we only make it so there's no garbage displayed. In the future we'll either need to have CD for this data or pass this data as face-varying or vertex-varying data in OSD mesh. |
August 6, 2014, 09:13 (GMT) |
OpenSubdiv: Fix crash when switching object and edit modes Crash was caused by by the OpenGL access from the treads. |
August 6, 2014, 09:13 (GMT) |
Merge branch 'master' into opensubdiv-modifier Conflicts: build_files/cmake/macros.cmake extern/CMakeLists.txt extern/SConscript extern/clew/include/clew.h extern/cuew/auto/cuew_gen.py extern/cuew/src/cuew.c source/blender/compositor/intern/COM_WorkScheduler.cpp |
August 4, 2014, 18:20 (GMT) |
OpenSubdiv: Fix wrong cached result in cuew when there's no CUDA |
August 4, 2014, 17:08 (GMT) |
OpenSubdiv: Missed this file in the previous commit |
August 4, 2014, 16:56 (GMT) |
OpenSubdiv: Update to the latest cuew/clew versions |
August 4, 2014, 14:50 (GMT) |
OpenSubdiv: Fix cimpilation error with SCons |
August 4, 2014, 13:19 (GMT) |
OpenSubdiv: Update wranglers and fix openmp typo |
August 4, 2014, 12:38 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
August 1, 2014, 14:06 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 30, 2014, 17:13 (GMT) |
OpenSubdiv: Fix crash entering sculpt mode |
July 30, 2014, 16:34 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 30, 2014, 16:24 (GMT) |
OpenSubdiv: Support GPU tessellation in edit mode This should speed up deformation-only modifications in edit mode very well (assuming subsurf is the last modifier in the stack). This is so-called "seems to work" commit, requires much deeper tests, mainly shading/texturing-wise. |
July 30, 2014, 11:42 (GMT) |
OpenSubdiv: Initial support of tanged spaced normal maps Made it so tnagent space is being calculated from GLSL instead of using CD_TANGENT layer (which is missing for the OSD meshes). For now used real basic tangent space calculation, which is _really_ average and only looks ok-ish with high enough number of faces. This is to be improved further with either using different tangent space calculation or using some sort of evaluator from OSD (seems they've got some code for this, but it's not that trivial to hook up for tests because of the way how our GLSL pipeline is constructed). |
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