Blender Git Loki

Blender Git "opensubdiv-modifier" branch commits.

Page: 7 / 10

July 11, 2014, 13:54 (GMT)
OpenSubdiv: Correction for the strict compiler flags
July 11, 2014, 13:43 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 8, 2014, 10:10 (GMT)
OpenSubdiv: Support multi-textured faces in a solid view

This means that if faces have different materials assigned to them
they'll be textured accordingly to a diffuse settings when viewing
them in solid shading mode.

It uses approach based on the pertitioned mesh from OpenSubdiv and
currently it creates partition for every single coarse face. This
might backfire in performance for a bit because it increases number
of glDrawElements() calls. But likely partitioning will stay like
this (to avoid re-partitioning when changing material settings)
and we'll just do some conjunction of partitions when actually
drawing faces into the viewport.

Currently it's like 20% speed loss, don't get too much disappointed
on this, it's to be addressed. Just a bit later. For now 1st prio is
to have all the shading/texturing bits in place.
July 8, 2014, 05:53 (GMT)
OpenSubdiv: Disable normals hack for legacy drawing

Such a mix of GLSL and legacy drawing was rather a huge PITA
to experiment with the new functionality. Since this only
gives wrong shading with flat shading (which isn't so common
and only really visible with simple subdivisions which are
to be redone anyway) let's do a clear separation for now.

We might end up bumping GLSL requirement for GPU tessellation
because of the some specific of how UV attributes are handled
by the OpenSubdiv. This is to be evaluated later.
July 7, 2014, 15:17 (GMT)
OpenSubdiv: Skip some allocations when using CPU backend
July 7, 2014, 15:12 (GMT)
OpenSubdiv: Split getCCGDerivedMesh into a smaller functions

This way it's much easier to control what's happening for which backend.

Also made it so face flags are set for all low-res faces, meaning we now
can do proper materials loops.
July 7, 2014, 13:54 (GMT)
OpenSubdiv: Code cleanup and better function names
July 7, 2014, 10:29 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 7, 2014, 10:11 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 4, 2014, 16:31 (GMT)
OpenSubdiv: Just add comments about some new TODOs
July 4, 2014, 15:25 (GMT)
OpenSubdiv: CPU-side simple subdivisions now really kind of work

Before this change it was always CC, because of lack of some changes
in the branch.
July 4, 2014, 14:45 (GMT)
OpenSubdiv; Simple subdivisions now uses bilinear subdivisions from OSD

This replaces fallback mode to a legacy implementation and uses new API
from OpenSubdiv to create mesh with bilinear subdivisions.

This requires latest OSD library from our cuda-dynload branch and blender
now can't be compiled with the precompiled library on Windows.

This also brings a bit of a regression for CPU-side simple subdivisions
calculation because there's some bug in OSD which leads to some curvature
when using adaptive subdivisions/
July 4, 2014, 11:03 (GMT)
OpenSubdiv: Support edge and outline drawing

This gives some performance drop, most of it could be solved
by skipping base vertices synchronization when drawing both
outline ad solid view.
July 4, 2014, 10:47 (GMT)
Merge branch 'master' into opensubdiv-modifier
July 3, 2014, 16:23 (GMT)
OpenSubdiv: Make drawing even closer to legacy viewport drawing

This actually disables using any GLSL for drawing quads in favor
of using default tessellation and shading.

This is achieved by enabling client states for vertices and
normals and this have the following benefits:

- Makes code closer to what's happening in GPU at this moment,
hopefully this means we can use GPU_material and rest of the
routines from this area for shading/texturing the model.

- For now it allows to have smooth and flat shading, currently
this flag is used from the first face, need to fill in face
flags accordingly to the original mesh.

This code is under OPENSUBDIV_LEGACY_DRAW define which makes
it rather easy to distinguish and get rid of when we'll have
viewport rrefactor in place and when it'll be more clear how
OpenSubdiv+shading/texturing would fit in there.
July 3, 2014, 12:28 (GMT)
OpenSundiv: Remove debug-only code
July 3, 2014, 11:17 (GMT)
OpenSubdiv: hide OpenCL compute method if no devices found
July 3, 2014, 10:32 (GMT)
Implement smooth shading for OpenSubdiv

This is rather an experiment commit which places all
the needed bits for the smooth shading in viewport.

Approach is similar to the simpleCpu example application,
which computes lo-res normal on CPU and passes them
to OpenSubdiv. Then the shader then have access to
vertex normals and passes them to the fragment shader.

At this point all the shading is smooth currently,
flat shading will be landed when all the material from
Blender are taken into account.
July 3, 2014, 07:58 (GMT)
Add comment around adaptive subsivisions

They will requite tessellation shader implemented, let's not
worry about this at this point.
July 3, 2014, 06:06 (GMT)
Merge branch 'master' into opensubdiv-modifier
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021