Revision 6b34eed by Mike Erwin August 17, 2016, 01:45 (GMT) |
Gawain: add v functions to immediate mode Legacy OpenGL has a matching Vertex3fv for every Vertex3f, and so on. Add something similar to Gawain, just for a few common functions. Might add more as the need arises. |
Revision b92d760 by Mike Erwin August 16, 2016, 21:14 (GMT) |
fix #includes for GPU debug Can now build release and debug. Close to final version in master (which took several commits). |
Revision d41dfe3 by Bastien Montagne August 16, 2016, 20:36 (GMT) |
First set of UI/i18n messages fixes (mostly new GP code). |
Revision b904210 by Antonio Vazquez August 16, 2016, 20:29 (GMT) |
Fix T49097: GP ruler data reinstances GP_Palette Color If the ruler is saved, a new color was created for each ruler. With the change, a color is created for the first instance, and it reused in the following instances. The default color is the current default color for GP. |
Revision b8f27b2 by Mike Erwin August 16, 2016, 18:58 (GMT) |
OpenGL: shaders for simple 3D drawing These are intended for very simple drawing. No lighting etc. Shares some fragment code with the 2D shaders. Similar to their 2D counterparts, but are not combined because of future plans for separate 2D & 3D matrix stacks. |
Revision a67ca5e by Bastien Montagne August 16, 2016, 16:22 (GMT) |
Cleanup unused return value (was making coverity sad). |
Revision 1e4e140 by Bastien Montagne August 16, 2016, 16:19 (GMT) |
More fixes from coverity report. |
Revision 64a6a86 by Bastien Montagne August 16, 2016, 14:16 (GMT) |
Fix two memleaks found by coverity. |
Revision ae475e3 by Sergey Sharybin August 16, 2016, 13:06 (GMT) |
Fix release build after recent fix for debug one It's becoming annoying to have public API dependent on build type and everything. Let's just always have API defined and do stubs in the function implementation instead. |
Revision 9368bda by Alexander Gavrilov August 16, 2016, 12:46 (GMT) |
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141 |
Revision a74dab8 by Sergey Sharybin August 16, 2016, 12:40 (GMT) |
Fix redundant declarations after recent changes in GPU debug |
Revision b7d656c by Sergey Sharybin August 16, 2016, 12:25 (GMT) |
2D stabilizer: Revert majority of UI change For now simply reshuffle option so they keep proper dependency flow. Benefits: - Has an ability to hide tracks lists to work with other sliders around. Could be really handy to quickly get rid of lenghty lists. - From a feedback seems to be fitting workflow better. Things to doublecheck on: - Feels a bit misordered: first you define whether one want to have rotation stabilized, then have tracks, then scale options. While this follows dependency flow (which is really good and which we should not violate) it has weird feeling on whether things are really where they have to be. - Autoscale controls visibility of max-scale, can we just make it active/inactive instead? - Autoscale replaces slider with label. Can it be disabled slider instead to reduce visual jumping (disabled slider prevents user input) Hopefully we'll still want to have collapsable box after re-iterating over this points, so we don't waste bits in DNA. |
Revision cd5116e by Sergey Sharybin August 16, 2016, 12:24 (GMT) |
2D stabilizer: Fix compilation error in debug mode |
Revision e3576c7 by Sergey Sharybin August 16, 2016, 11:53 (GMT) |
Correct previous commit, need to indent verisoning code |
Revision 5e8c099 by Sergey Sharybin August 16, 2016, 11:32 (GMT) |
2D stabilization: Modify interface so dependency goes strictly from top to bottom |
August 16, 2016, 11:30 (GMT) |
Rework 2D stabilizator See this page for motivation and description of concepts: https://github.com/Ichthyostega/blender/wiki See this video for UI explanation and demonstration of usage http://vimeo.com/blenderHack/stabilizerdemo This proposal attempts to improve usability of Blender's image stabilization feature for real-world footage esp. with moving and panning camera. It builds upon the feature tracking to get a measurement of 2D image movement. - Use a weighted average of movement contributions (instead of a median). - Allow for rotation compensation and zoom (image scale) compensation. - Allow to pick a different set of tracks for translation and for rotation/zoom. - Treat translation / rotation / zoom contributions systematically in a similar way. - Improve handling of partial tracking data with gaps and varying start / end points. - Have a user definable anchor frame and interpolate / extrapolate data to avoid jumping back to "neutral" position when no tracking data is available. - Support for travelling and panning shots by including an //intended// position/rotation/zoom ("target position"). The idea is for these parameters to be //animated// by the user, in order to supply an smooth, intended camera movement. This way, we can keep the image content roughly in frame even when moving completely away from the initial view. A known shortcoming is that the pivot point for rotation compensation is set to the translation compensated image center. This can produce spurious rotation on travelling shots, which needs to be compensated manually (by animating the target rotation parameter). There are several possible ways to address that problem, yet all of them are considered beyond the scope of this improvement proposal for now. Own modifications: - Restrict line length, it's really handy for split-view editing - In motion tracking we prefer fully human-readable comments, meaning we don't use doxygen with it's weird markup and comments are supposed to start with capital and end with a full stop, - Add explicit comparison of pointer to NULL. Reviewers: sergey Subscribers: kusi, kdawg, forest-house, mardy, Samoth, plasmasolutions, willolis, sebastian_k, hype, enetheru, sunboy, jta, leon_cheung Maniphest Tasks: T49036 Differential Revision: https://developer.blender.org/D583 |
Revision 8619e09 by Mike Erwin August 16, 2016, 01:44 (GMT) |
OpenGL: tweak legacy 2D shader EXT_gpu_shader4 lets us say ?noperspective? in GLSL #version 120 just like in later GLSL. Mac shader now matches modern GLSL available on other platforms. |
Revision c00b2d8 by Mike Erwin August 15, 2016, 18:55 (GMT) |
OpenGL: ignore deprecated API warnings Reduces noise from --debug-gpu so we can spot serious errors. Blender 2.7x uses OpenGL 2.1, we don't care if features are deprecated. I'll re-enable these warnings for blender2.8 after next merge. |
Revision 76b6c77 by Mai Lavelle August 15, 2016, 15:13 (GMT) |
Cycles microdisplacement: Allow kernels to be built without patch evaluation Kernels can now be built without patch evaluation when not needed by the scene (Catmull-Clark subdivision not in use), giving a performance boost for some devices. |
Revision 33c83a2 by Brecht Van Lommel August 15, 2016, 14:28 (GMT) |
Fix Cycles OpenCL textures after recent CUDA fix. kernel_textures.h is included in device_opencl.cpp, so we can't check __KERNEL_OPENCL__ there. |
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