July 30, 2014, 11:41 (GMT) |
OpenSubdiv: Fix wrong lighting data passed to the shader first time The issue was caused by the memset happening after the lighting data was read from the OpenGL state. |
July 30, 2014, 09:29 (GMT) |
OpenSubdiv: Support of multiple UVs for GLSL shading Now OSD mesh is being constructed with all the UV maps passed as fave-varying variables making it possible: - Switch active UV layers without re-building OSD GL mesh - Access any of the UV maps from the shader This is quite straightforward change apart from one aspect, which is updating offset of UV map in the face varying variables buffer. The thing here is that the same material can be used by several meshes which could have different order of UV maps (hence different offsets). Another issue here is that binding uniforms knows nothing about mesh itself so it can't get needed layer indices that easy. because of this reasons there's now some utility functions which are used by OSD mesh display. |
July 29, 2014, 10:41 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 25, 2014, 16:16 (GMT) |
OpenSubdiv: Use batched face drawing in GLSL mode Gives quite reaosnable speedup here on my gt620. |
July 25, 2014, 15:59 (GMT) |
OpenSubdiv: Skip orcodm construction for now This slows things down like a hell and we need to find a better way dealing with the generated coordinates than doing it all on poor CPU. Also fixed crash when displaying object without UV map in textured viewport. |
July 25, 2014, 11:01 (GMT) |
OpenSubdiv: Hook up UV attributes from OSD to GPU_material pipeline For now active UV map is used for all the attributes, but that's rather simple to fix now. |
July 25, 2014, 08:29 (GMT) |
OpenSubdiv: Fix issues with normals in CPU side tessellator There's still some issues with NGons, but those seems to be caused by the OpenSubdiv's evaluator API. |
July 25, 2014, 07:53 (GMT) |
OpenSubdiv: Resolve crash when opening user preferences Was caused by wrong OpenGL state, now it should always be set properly for osd mesh draw. TODO: We might want to reshuffle all the ogl init functions to make it look more pretty. |
July 25, 2014, 06:39 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 22, 2014, 12:57 (GMT) |
OpenSubdiv: Send proper UV coordinates to the mesh evaluator Doe now only send active UV layer coordinates, which is enough for textured shading but which would need to be extended in order to support full GLSL shaded mode. This slows things down a bit, but afraid it's what we need to pay.. |
July 22, 2014, 11:38 (GMT) |
OpenSubdiv: Made textured view totally ready for UV maps |
July 22, 2014, 11:04 (GMT) |
OpenSubdiv: Remove some code hacks |
July 22, 2014, 10:49 (GMT) |
OpenSubdiv: Update header, it's now purely ours |
July 22, 2014, 10:47 (GMT) |
OpenSubdiv: Proper lighting when in textured shading mode |
July 22, 2014, 08:09 (GMT) |
OpenSubdiv: Some optimizations for cases when mesh is not being displayed |
July 22, 2014, 07:44 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 21, 2014, 09:45 (GMT) |
OpenSubdiv: A bit of optimizations - Use OpenMP for updating coarse normals and positions. - Update coarse opsitions of GL Mesh only when it's needed. |
July 20, 2014, 14:50 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 20, 2014, 11:41 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
July 17, 2014, 20:08 (GMT) |
OpenSubdiv: Attempt to fix compilation error of BGE |
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