Revision 72c323d by Clément Foucault March 23, 2019, 22:54 (GMT) |
GPU: State: Replace GL_LINE_SMOOTH by GPU_line_smooth |
Revision 53cd37d by Clément Foucault March 23, 2019, 22:47 (GMT) |
GPU: State: Disable polygon smooth and line smooth when running --debug-gpu This might prove usefull when debugging some driver perf issues. |
Revision ed9af18 by Clément Foucault March 23, 2019, 22:43 (GMT) |
GPU: Replace glEnable/glDisable but GPU_state calls |
Revision ee5e7a0 by Clément Foucault March 23, 2019, 22:42 (GMT) |
GPU: Remove unused and deprecated GPU_line_stipple() |
Revision 0f8da4f by Clément Foucault March 23, 2019, 21:46 (GMT) |
Fix T62884 Missing control point in unselected mask handles The fix is a bit dirty. Force alpha 1.0 for these colors by using immUniformThemeColorShadeAlpha with 255 as alpha_offset. |
Revision e77dc3e by Clément Foucault March 23, 2019, 21:13 (GMT) |
Fix T62869 Transparent background not working in Xray Mode / Wireframe This was due to the forward part of the engine not supporting rendered alpha channel. |
Revision 1383298 by Clément Foucault March 23, 2019, 18:31 (GMT) |
Revision 16087eb by Clément Foucault March 23, 2019, 18:28 (GMT) |
Fix T62097 Bone transparancy not enabled when Xray enabled This forces bone transparency / wireframe display when Xray is enabled. This makes sense as the bone transparency is a kind of Xray and should be linked to the Xray display. |
Revision 839fe4e by Clément Foucault March 23, 2019, 18:18 (GMT) |
Eevee: Opti: Don't consider lights that have no power This may be usefull if power is animated ans is to be activated at one particular point in time. |
Revision b40aa83 by Clément Foucault March 23, 2019, 18:16 (GMT) |
Cleanup: Remove printf |
Revision 0a89c39 by Clément Foucault March 23, 2019, 18:09 (GMT) |
Fix T62845 VSE preview crash when setting rendered (EEVEE/Workbench) |
Revision d057dea by Clément Foucault March 23, 2019, 17:46 (GMT) |
Edit Mesh: Rework "in front" + "hidden wire" drawing Instead of doing some fancy stencil buffer tricks, just clear the depth buffer before the "in front" meshes. Fix T58841 Hidden Wire when in Edit Mode disables In Front Option |
Revision 7454fa9 by Campbell Barton March 23, 2019, 03:30 (GMT) |
Fix workbench object outline ignoring clipping Workbench forward engine wasn't recompiling shaders when clipping changed, use GPUShaderConfigData when creating shaders. |
Revision 0093ad6 by Campbell Barton March 23, 2019, 03:26 (GMT) |
Cleanp: remove redundant clipping uniform workbench_material_shgroup_uniform handles this. |
Revision 045a615 by Campbell Barton March 23, 2019, 01:29 (GMT) |
UI: show camera sensor 'Width' as 'Size' for 'Auto' fit |
Revision f7ec9a5 by Campbell Barton March 23, 2019, 01:29 (GMT) |
Fix auto sensor size for camera gizmo |
Revision 23a7649 by Campbell Barton March 23, 2019, 01:16 (GMT) |
Cleanup: style, use const args where possible |
Revision ce658d2 by Campbell Barton March 23, 2019, 01:10 (GMT) |
Cleanup: add doxy sections to interface_ops.c |
Revision 4dc6259 by Campbell Barton March 23, 2019, 01:10 (GMT) |
Cleanup: doxy sections & function name |
Revision faecac0 by Dalai Felinto March 22, 2019, 21:47 (GMT) |
Fix T62815: Camera frame shift issue + stereo frame working While I broke the non-stereo camera frame in rBf1fef41863b I came to realize after further tests that the stereo camera frame was NEVER correct. It is now, regardless of the camera shift, the camera pivot, if you are looking through the left, right or stereo eyes. In the end all that was missing was to multiply the shift we needed to offset the frame, by the frame width. I also took the opportunity to perform some cleanup/refactor regarding names. It was too confusing even for me. Note: Non-uniformally scaled cameras still draw slightly wrong. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021