Revision 3ae0be4 by Clément Foucault September 25, 2017, 18:14 (GMT) |
Eevee: Implement Temporal Anti Aliasing / Super Sampling This adds TAA to eevee. The only thing important to note is that we need to keep the unjittered depth buffer so that the other engines are composited correctly. |
Revision 198c7d3 by Clément Foucault September 25, 2017, 18:14 (GMT) |
DRW : Add new view_update mechanism. This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated. |
Revision 98dd2a5 by Clément Foucault September 25, 2017, 18:14 (GMT) |
Eevee: Fix SSR in orthographic view. The problem was that orthographic views can have hit position that are negative. Thus we cannot encode the hit in the sign of the Z component. The workaround is to store the hit position in screenspace. But since we are using floating point render target, we are loosing quite a bit of precision. TODO: use RGBA16 instead of RGBA16F. But that means encoding the pdf value somehow. |
Revision 00955d8 by Clément Foucault September 25, 2017, 18:14 (GMT) |
DRW : Add AA to non meshes objects. You can change the amount of samples in the user preferences. You do not need to restart blender to see the effect in the new viewport. This adds another Multisample Framebuffer and textures (so even more memory required). It works by blitting the default_fb to the multisample_fb each time the renderer need to render one or more "wire" pass. It it then blit back to the default_fb so that the rest of pipeline is working as expected. We COULD lower the GPU memory / bandwidth usage to render everything to the same multisample fbo and change the logic depending on if MSAA is enabled or not, but I think it's a bit too much work for now. |
Revision 709315a by Clément Foucault September 25, 2017, 18:14 (GMT) |
GPUTexture : Fix Bind/Unbind function so it works with multisample textures. |
Revision 2a7b747 by Clément Foucault September 25, 2017, 18:14 (GMT) |
GPUFramebuffer: Fix Blit function so that it works with multisample textures. |
Revision e615724 by Sergey Sharybin September 25, 2017, 14:02 (GMT) |
Fix compilation error after recent merge |
Revision 98ba302 by Sergey Sharybin September 25, 2017, 13:57 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 675cef0 by Sergey Sharybin September 25, 2017, 13:48 (GMT) |
Fix T52835: When driven IK influence change, ik animation have 1 frame delay |
Revision ce54d25 by Joshua Leung September 25, 2017, 12:25 (GMT) |
Fix T52865: Improve wording of error message when saving packed images fails Make it clear that the packed file could not be saved back out to disk at the specified path (e.g. destination directory doesn't exist). |
Revision 0d4e519 by Sergey Sharybin September 25, 2017, 09:44 (GMT) |
OpenVDB: Fix compilation error against OpenVDB 4 One crucial thing here: OpenVDB shoudl be compiled WITHOUT OPENVDB_ENABLE_3_ABI_COMPATIBLE flag. This is how OpenVDB's Makefile is configured and it's not really possible to detect this for a compiled library. If we ever want to support that option, we need to add extra CMake argument and use old version 3 API everywhere. |
Revision 1d8aeba by Bastien Montagne September 25, 2017, 08:40 (GMT) |
Add an 'atomic cas' wrapper for pointers. Avoids having to repeat obfuscating castings everywhere... |
Revision 01a3c6b by Bastien Montagne September 25, 2017, 07:56 (GMT) |
Tweak to fix for thread concurency in looptri generation. Even if pointer assignment may be atomic, it does not prevent reordering and other nifty compiler tricks, we need a memory barrier to ensure not only that transferring pointer from wip array to final one is atomic, but also that all previous writing to memory are ?flushed? to (visible by) all CPUs... Thanks @sergey for finding the potential (though quite unlikely) issue. |
Revision cb6f07f by Sergey Sharybin September 25, 2017, 06:15 (GMT) |
Cycles: Cleanup, indentation |
Revision 1c5f5fb by Campbell Barton September 25, 2017, 04:04 (GMT) |
Mirror Modifier: option to offset UV's Useful for baking, so UV's can be moved outside the image and not used to bake pixels (but still used for display). D2801 by @Zuorion |
Revision 4e15edd by Campbell Barton September 25, 2017, 00:20 (GMT) |
Fix T52890: Crash unlinking sequencer sound |
Revision a8f11f5 by Germano Cavalcante September 23, 2017, 15:59 (GMT) |
Fix T52871: `BLI_polyfill_beautify_quad_rotate_calc_ex` was mistakenly considering the state as degenerated |
Revision 76444a1 by Julian Eisel September 23, 2017, 14:02 (GMT) |
Splash: Increase contrast of build info text Now uses "Text Selected" theme color of "Menu Back" widget colors. Also repositioned text slightly to have same margin on top and right (measured by eye ;) ). Tested with all bundled themes (contrib and no-contrib) and worked fine. Considering that different splashes may need different colors for overlaid text, using theme color may not be the best solution. I would like to try how this works before adding an ugly way to force a certain text color though. Also tried different approaches, but this one I find the least ugly :S As far as longer term plans go, we wanted to get a redesigned multi-page splash screen anyway. At this point we can rethink how splash colors work in general (i.e. auto-contrast, own splash theme colors, etc). |
Revision c0480bc by Sergey Sharybin September 23, 2017, 12:07 (GMT) |
Cycles: Fix compilation error of OpenCL megakernel on Apple |
Revision b460b8f by Sergey Sharybin September 23, 2017, 12:03 (GMT) |
Cycles: Fix compilation error of megakernel on NVidia device It is more readable to explicitly compare to NULL anyway. |
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