May 26, 2014, 09:01 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
May 26, 2014, 08:58 (GMT) |
Fix compilation error in Compositor after clew updates |
May 25, 2014, 02:34 (GMT) |
Make OpenSubdiv-CAPI aware of clew So now OpenCL backennd is expected to be portable across the platforms. Requires latest dev branch of OpenSubdiv dev branch. |
May 21, 2014, 13:09 (GMT) |
Fix debug build compilation on linux |
May 20, 2014, 20:02 (GMT) |
Move libclew from intern to extern step 1 of sharing it between compositor, cycles and opensubdiv |
May 20, 2014, 19:46 (GMT) |
OSX: compile options to make osd work |
May 18, 2014, 13:21 (GMT) |
Update Ceres to latest upstream version Brings new bounds limiting and also prepares build system for the changes in the upstream. Namely shared_ptr header and namespace is now being detected by a build system rather than by hacks in the code. |
May 15, 2014, 07:44 (GMT) |
Fix compilation error when using Msvc2012 Msvc2008 is not supported because of missing precompiled libraries. Not in the mood of spending time on making libs for 2008 yet, because they're likely to be re-compiled still in order to have proper runtime cuda/opencl detection and not making blender.exe depending on cuda/opencl. |
May 14, 2014, 10:13 (GMT) |
Fixed for SCons Makes blender compilable with scons on linux. Also solves compilation error with OpenSubdiv disabled. |
May 13, 2014, 17:59 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
May 12, 2014, 09:20 (GMT) |
hack up simple subdivisions in Currently it'll still use legacy subsurf code. |
May 11, 2014, 18:47 (GMT) |
Prevent crashes with meshes without faces Rather strange crash from OpenSubdiv side, will investigate it later. For now let's just not crash from Blender side. |
May 11, 2014, 18:34 (GMT) |
Fix crash when compute type from user prefs is not supported by OpenSubdiv |
May 11, 2014, 17:33 (GMT) |
Fix accidental crashes when changing subdiv level Issue was caused by freeing GLMesh from non-main thread. Since this might invoke OpenGL calls, better to free the mesh from main thread instead. |
May 11, 2014, 17:17 (GMT) |
Expose OpenSubdiv compute type to user preferences Pretty much straightforward change actually. NOTE: Use with care! Opening userpref during animation playback crashes Blender here. Should be some sort of OpenGL context issue, will investigate it later. Also committing file missing from previons commit. |
May 11, 2014, 16:33 (GMT) |
Further refactor of OpenSubdiv C-APi Now it's possible to create GL Mesh with different types of controllers and it's OpenSubdiv API which would worry about how to allocate the controller. Currently not exposed to UI and still hardcoded to CUDA.x |
May 11, 2014, 14:04 (GMT) |
Skip DM face initialization when GPU backend is possible to use Currently only last SS modifier in the stack is capable of using GPU for tessellation. If there are any modifiers on top of SS then CPU is gonna to be used (even if the modifier is disabled). There's still uite reasonable amount of overhead happening, but that's task for further design changes. For now let's make all the bits working and when it's clear how it all communicates re-design drawObject, derivedmesh and probably other areas. |
May 11, 2014, 12:43 (GMT) |
Initialize osd_index of vert when adding vertex to the map Saves some time when doing evaluation or GL drawing. |
May 11, 2014, 11:51 (GMT) |
Fix memory leak around source config There are also some other leaks happening in OpenSubdiv, for until fixes are merged to upstream consider using https://github.com/Nazg-Gul/OpenSubdiv |
May 11, 2014, 10:12 (GMT) |
Move towards GPU-side tessellation Currently only lands all the basics which are needed to support using GPU tessellator from the OpenSubdiv library. CPU evaluation is disabled in purposes of testing GPU side, which means bounding box is wrong, edges are not displayed, textured mode is likely also broken since now. Data structures layout and API is not final at all, it is just a cleaned version from the patch which i had last week. All the drawing should be moved outside from the CCGSubSurf structure and become some more generic functions in bf_gpu. Also currently tessellation is hardcoded to use CUDA backend, would either become an user preference or some automatic mode in the future. Wouldn't recommend using this state in the production, it's still just a basis for further development and doing some tests. |
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