Blender Git Loki

Blender Git "opensubdiv-modifier" branch commits.

Page: 5 / 10

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
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021