Revision 6088667 by Campbell Barton May 3, 2017, 12:12 (GMT) |
Move GPU compositing out of draw-manager off-screen drawing Also no need to use VP_legacy_ prefix here. |
Revision 6f9c839 by Sergey Sharybin May 3, 2017, 12:11 (GMT) |
Cycles: Fix OpenCL compilation failure after recent color changes It is really confusing to have some functions available in some devices and not on another devices. |
Revision 825430c by Campbell Barton May 3, 2017, 12:03 (GMT) |
Cleanup: move off-screen drawing to view3d_draw.c Since offscreen drawing now uses draw engine, this doesn't need to be considered legacy. Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c this is generally not accepted, so its only dont where there are checks for new/old engine. Functions exposed to do this use a VP_deprecated prefix. |
Revision a2a436b by Campbell Barton May 3, 2017, 12:03 (GMT) |
Update comment |
Revision 5f38a4a by Dalai Felinto May 3, 2017, 10:41 (GMT) |
Draw Manager: Enable Pose engine as part of the weight paint mode We still need to bring pose bone drawing for the pose engine. Note: In the future, once we get face-widget selection, we will need to make sure the pose engien only draws then if "weight paint mode" is not enabled too. |
Revision 50a7d10 by Dalai Felinto May 3, 2017, 10:16 (GMT) |
Draw Manager: Fix pose mode not working well. In the future this will allow us to implement things like face manipulators. For now however, this is getting on the way of using pose mode (mesh objects are drawn green). NOTE: pose engine should also be the one taking care of pose bones (and for that matter, X-Ray armature option should/could be a property of the Pose engine even). |
Revision 44991a0 by Sergey Sharybin May 3, 2017, 10:14 (GMT) |
Cycles: Use render visibility for duplis when Render Layer option in viewport is used Previously the logic was different for duplis and regular objects: regular objects were using render visibility when Render Layer option is enabled which duplis were always using viewport visibility when rendering from the viewport. This was quite confusing because caused different results in viewport and render when artists were expecting them to match 1:1. |
Revision bde4499 by Campbell Barton May 3, 2017, 10:12 (GMT) |
Fix draw manager w/ cycles 8b2640f08 introduced the error, caused by external-engine needing depth mask to be disabled, which happened to be the case before changing state changing logic. |
Revision b08fc83 by Clément Foucault May 3, 2017, 10:08 (GMT) |
Eevee: Fix Lamp Roughness. |
Revision e0fded5 by Clément Foucault May 3, 2017, 10:08 (GMT) |
GPUMaterial: Force old outputs to fail with EEVEE. Workaround waiting for compatibility bit / or PyNodes. |
Revision 5570ba9 by Clément Foucault May 3, 2017, 10:08 (GMT) |
NodeTree: Add eevee default shader tree. |
Revision a740495 by Clément Foucault May 3, 2017, 10:08 (GMT) |
Eevee: Add "uber" Shader Output Nodes. Include Metallic and Specular workflow. Clearcoat and are not implemented yet. |
Revision 54bde82 by Clément Foucault May 3, 2017, 10:08 (GMT) |
Draw Manager: Introduce a foreach function for all shgroups in a pass. |
Revision 2a86082 by Dalai Felinto May 3, 2017, 09:51 (GMT) |
Validate collection properties at readile The alternative would be to do version bump + doversioning every time a new property is added. |
Revision 66c7424 by Dalai Felinto May 3, 2017, 09:51 (GMT) |
Make IDP_MergeGroup recursive With this we also do not need IDP_MergeGroupValues anymore. If this causes problems in the future we can always make recursion an option (like overwrite is). |
Revision cea0236 by Sergey Sharybin May 3, 2017, 09:22 (GMT) |
Cycles: Simplify code in SVM image by using new utility function Can not measure any performance difference, so seems the code is identical and just shorter. |
Revision e616cd5 by Sergey Sharybin May 3, 2017, 09:19 (GMT) |
Cycles: Add utility function to convert float4 color from srgb to linear It will use SSE2 optimized version when is possible. |
Revision bf0ac87 by Campbell Barton May 3, 2017, 08:13 (GMT) |
Fix crash loading files where outliner treestore isn't set |
Revision d116932 by Bastien Montagne May 3, 2017, 06:37 (GMT) |
Revision 8b2640f by Campbell Barton May 2, 2017, 22:23 (GMT) |
Draw Manager: fix draw-state switching logic Changing states didn't properly reset between shading groups causing the GL state to be wrong based on draw order. States are now only set when changed. |
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