Revision 6c43490 by Campbell Barton October 6, 2017, 08:10 (GMT) |
Vertex Paint: use view normal w/ 2D falloff When projecting to the view, cull faces pointing away from the view normal. |
Revision 8ef757d by Campbell Barton October 6, 2017, 07:57 (GMT) |
Vertex Paint: use brush front-face setting Follow sculpt mode more closely by using the brush front-face option. |
Revision 082987e by Campbell Barton October 6, 2017, 07:34 (GMT) |
Sculpt: use tube falloff when calculating normals Also apply 2D clamping for other tools when the option is set. |
Revision 3282218 by Campbell Barton October 6, 2017, 06:38 (GMT) |
Sculpt: clamp normal to plane w/ projected falloff Allows for editing outlines w/o pushing geometry towards/away from the view. |
Revision 327bb6e by Campbell Barton October 6, 2017, 06:13 (GMT) |
Revision c454d81 by Campbell Barton October 6, 2017, 05:56 (GMT) |
Cleanup: style |
Revision d7d32ad by Clément Foucault October 5, 2017, 23:50 (GMT) |
Gawain: Simplify / optimize the shader interface. This changes quite a few things: - Drops the allocation of inputs as a chunk. - Merge the linked list system into the Gwn_ShaderInput. - Put name buffer into another memory block, easily resizable. - Use offset instead of char* to direct to input name. - Add only requested uniforms dynamicaly to the Shader Interface. This drops some minor optimisation and use a bit more memory for small shaders (which are fixed count). But this saves a lot of memory when using UBOs because the names and the Gwn_ShaderInput were alloc'ed for every UBO variable. This also reduce the Shader Interface initial generation. The lookup time is left unchanged. |
Revision 9ab3db1 by Clément Foucault October 5, 2017, 23:50 (GMT) |
Revert "Gawain: Optimize out extra level on top of ShaderInput" This reverts commit 5514d2df1c6d9f2f108336e46b0db14316610d24. |
Revision c82efd3 by Brecht Van Lommel October 5, 2017, 22:18 (GMT) |
Fix T52514: don't clear filename when dropping directory path in file browser. |
Revision 64f8cc3 by Brecht Van Lommel October 5, 2017, 17:12 (GMT) |
Fix T52998: disabled menu entries responding to key shortcuts. |
Revision 63482a5 by Bastien Montagne October 5, 2017, 16:13 (GMT) |
Fix T53002: Batch-Generate Previews generate empty or none image for large objects. Camera clipping was left to default values, which won't work well for very large (or small) objects. Now recompute valid clipping start/end based on boundingbox of rendered data, and final location of camera. |
Revision 4537e85 by Brecht Van Lommel October 5, 2017, 15:57 (GMT) |
Fix T53001: more workarounds for crash in AMD compiler with recent drivers. |
Revision fb99ea7 by Brecht Van Lommel October 5, 2017, 15:57 (GMT) |
Code refactor: split displace/background into separate kernels, remove luma. |
Revision d8509b3 by Campbell Barton October 5, 2017, 14:20 (GMT) |
Sculpt Mode: 2D falloff option This makes brush influence into a tube instead of a sphere. It can be used along the outline of a mesh to adjust it's silhouette. Note that all this takes advantage of changes from vertex paint, from testing this seems useful so exposing from the brush options. |
Revision 5514d2d by Sergey Sharybin October 5, 2017, 13:38 (GMT) |
Gawain: Optimize out extra level on top of ShaderInput This is an internal structure, and we don't put it to a list for anything else that hash collision resolution. No need to have dedicated entry here, saves us from extra allocation and pointer dereference. |
Revision e1e452c by Sergey Sharybin October 5, 2017, 12:16 (GMT) |
Draw manager: Avoid unneeded memory malloc/free when attempting to create missing uniform |
Revision 0b5bdc4 by Sergey Sharybin October 5, 2017, 11:19 (GMT) |
Gawain: Make builtin uniform lookup to be O(1) |
Revision bb9b8b1 by Sergey Sharybin October 5, 2017, 10:46 (GMT) |
Gawain: Lookup uniforms and attributes from buckets This way we reduce number of loops from look-over-all-inputs to loop-over-collision, which is expected to be much less CPU ticks. There is still possible optimization: use memory pool of some sort to manage memory needed for hash entries, but that will only speedup shader interface construction / deconstruction time. There are also some trickery happening to speed up process even more in the case there is no hash collisions detected when constructing shader interface. |
Revision bda3e14 by Sergey Sharybin October 5, 2017, 10:46 (GMT) |
Gawain: Force hashing function to be inlined Makes sure we don't waste CPU ticks on function call in such a time critical area. |
Revision 56a07ba by Campbell Barton October 5, 2017, 10:21 (GMT) |
Vertex Paint: apply when cursor isn't over faces This behavior makes more sense for sculpt, less so for painting. Restores non PBVH behavior, adding `BKE_pbvh_find_nearest_to_ray` - similar to ray-cast except it finds the closest point on the surface. |
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