Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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February 15, 2017, 14:16 (GMT)
Clay Engine: Replace Manual depth test by depth copy.

This avoid glitches due to float comparison precision.
February 15, 2017, 14:01 (GMT)
Cycles: Fix CUDA compilation error after recent changes
February 15, 2017, 13:58 (GMT)
Fix wrong loop normals left after face splitting

Let's keep all data in a consistent state, so we don't have any
issues later on.

This solves rendering artifacts mentioned in the previous commit.
February 15, 2017, 13:49 (GMT)
Mesh: Re-implement face split solving issue mentioned earlier

Now new edges will be properly created between original and
new split vertices.

Now topology is correct, but shading is still not quite in
some special cases.
February 15, 2017, 13:40 (GMT)
Bring rendering back (update all references to SETLOPPER)
February 15, 2017, 13:40 (GMT)
Update SETLOOPER to account for layers

The idea is to iterator over the active layer of the current scene and
then over the active layer of the set scenes.

In the future, once we get workspace we will get the initial renderlayer
from context, while the background sets will still use their active
renderlayer.
February 15, 2017, 12:32 (GMT)
Clay Engine: Support vertex normals (smooth shading), no face normals yet.
February 15, 2017, 11:59 (GMT)
Cycles: Don't calculate primitive time if BVH motion steps are not used

Solves memory regression by the default configuration.
February 15, 2017, 11:45 (GMT)
Cycles: Pass special flag whether BVH motion steps are used

Doesn't currently change anything, but would need for some future
work here.

It uses existing padding in kernel BVH structure, so there is
nothing changed memory-wise.
February 15, 2017, 11:45 (GMT)
Cycles: Fix wrong hair render results when using BVH motion steps

The issue here was mainly coming from minimal pixel width feature
which is quite commonly enabled in production shots.

This feature will use some probabilistic heuristic in the curve
intersection function to check whether we need to return intersection
or not. This probability is calculated for every intersection check.
Now, when we use multiple BVH nodes for curve primitives we increase
probability of that primitive to be considered a good intersection
for us. This is similar to increasing minimal width of curve.

What is worst here is that change in the intersection probability
fully depends on exact layout of BVH, meaning probability might
change differently depending on a view angle, the way how builder
binned the primitives and such. This makes it impossible to do
simple check like dividing probability by number of BVH steps.

Other solution might have been to split BVH into fully independent
trees, but that will increase memory usage of all the static
objects in the scenes, which is also not something desirable.

For now used most simple but robust approach: store BVH primitives
time and test it in curve intersection functions. This solves the
regression, but has two downsides:

- Uses more memory.

which isn't surprising, and ANY solution to this problem will
use more memory.

What we still have to do is to avoid this memory increase for
cases when we don't use BVH motion steps.

- Reduces number of maximum available textures on pre-kepler cards.

There is not much we can do here, hardware gets old but we need
to move forward on more modern hardware..
February 15, 2017, 11:44 (GMT)
Cycles: Fix missing initialization of triangle BVH steps

Likely was harmless for Blender, but better be safe here.
February 15, 2017, 11:40 (GMT)
Cycles: Fix wrong pointiness caused by precision issues
February 15, 2017, 11:40 (GMT)
Revert "Mesh: Solve incorrect result of mesh.split_faces()"

The change was delivering broken topology for certain cases.
The assumption that new edge only connects new vertices was
wrong.

Reverting to a commit which was giving correct render results
but was using more memory.

This reverts commit af1e48e8ab7a25269ba5a44158bd16c564ed3535.
February 15, 2017, 11:28 (GMT)
Clay Engine: draw Speaker
February 15, 2017, 11:28 (GMT)
Clay Engine: Fix Grid depth write.
February 15, 2017, 11:28 (GMT)
OpenGL immediate mode: Fix assert when using camera.show_sensor
February 15, 2017, 11:28 (GMT)
Clay Engine: drawaxis names drawn with shaders & instance
February 15, 2017, 11:28 (GMT)
Clay Engine: Fix empty drawing
February 15, 2017, 11:28 (GMT)
Clay Engine: new draw_view.c containing all dynamic drawing routines.
February 15, 2017, 11:28 (GMT)
Viewport: Ported info drawing to from legacy code.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021