Revision 375c6a7 by Germano Cavalcante May 12, 2018, 22:10 (GMT) |
Cleanup: transform_snap_object: Remove unused variables and reuse the precalc used to test the distance to the projected bound_box. |
Revision 5be0dfe by Clément Foucault May 12, 2018, 21:28 (GMT) |
Eevee: Fix Dof shader compilation. |
Revision d25ec49 by Clément Foucault May 12, 2018, 21:28 (GMT) |
Eevee: Depht Of Field: Merge Scatter passes together. This means only one texture to draw to and only one sprite per pixel. The texture is twice as large and near and far planes are side by side. The sprite choose the biggest coc to expand to and is redirected to the area (layer) it belongs to. The fragment shader discard every pixel that does not belong to the correct layer. |
Revision 2dc5a84 by Clément Foucault May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Code style fixes. |
Revision f9cfb22 by Clément Foucault May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Smooth out bokeh shape. Due to the scatter operation being done at half resolution, undersampling is visible at bokeh shape edges (because of the hard cut). This commit adds a smoothing function to minimize the problem. Also optimize the bokeh shape parametrization by precomputing a lot of constants. |
Revision 74a08cf by Clément Foucault May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Change final blending. This new blending allows background to fill the gaps left by forground objects. However this has a drawback, background objects that should be partially occluded in this case can be seen through the blurred objects. This does not fix the problem of blurred foreground over sharp background. Also cleanup code to be simpler and remove unused geometry shader. |
Revision 894639f by Germano Cavalcante May 12, 2018, 21:18 (GMT) |
Cleanup: BLI_math: Simplify dist_squared_to_projected_aabb functions. |
Revision f897d95 by Campbell Barton May 12, 2018, 20:16 (GMT) |
Revision 1422c06 by Campbell Barton May 12, 2018, 20:04 (GMT) |
UI: move pivot to the topbar Pivot variables are now stored in scene toolsettings. |
Revision e0a561b by Campbell Barton May 12, 2018, 17:13 (GMT) |
Revision 67dda36 by Campbell Barton May 12, 2018, 17:02 (GMT) |
Revision 817bb5d by Germano Cavalcante May 12, 2018, 15:05 (GMT) |
Remove unused function: `BKE_bvhtree_from_mesh_looptri`. |
Revision 7c1171c by Germano Cavalcante May 12, 2018, 14:53 (GMT) |
Replace `BKE_bvhtree_from_mesh_looptri` with `BKE_bvhtree_from_mesh_get`. Must have had a conflict in commit rB82d59c6588d7 when merging branchs. |
Revision 7e74916 by Campbell Barton May 12, 2018, 13:02 (GMT) |
UI: move GL render to view menu This was taking valuable header room for a rarely used operator. |
Revision 90b2e4c by Campbell Barton May 12, 2018, 12:56 (GMT) |
UI: move orientation to the topbar Move manipulator toggle to overlay popover. |
Revision b401000 by Campbell Barton May 12, 2018, 12:43 (GMT) |
UI: move general mode options to right of topbar |
Revision 570455f by Campbell Barton May 12, 2018, 09:01 (GMT) |
Revision d1b969a by Campbell Barton May 12, 2018, 08:09 (GMT) |
Revision ea43130 by Campbell Barton May 12, 2018, 07:59 (GMT) |
Revision c35af3b by Campbell Barton May 12, 2018, 07:59 (GMT) |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021