Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 2300 / 5574

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).
August 16, 2016, 20:36 (GMT)
First set of UI/i18n messages fixes (mostly new GP code).
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.
August 16, 2016, 16:22 (GMT)
Cleanup unused return value (was making coverity sad).
August 16, 2016, 16:19 (GMT)
More fixes from coverity report.
August 16, 2016, 14:16 (GMT)
Fix two memleaks found by coverity.
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.
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
August 16, 2016, 12:40 (GMT)
Fix redundant declarations after recent changes in GPU debug
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.
August 16, 2016, 12:24 (GMT)
2D stabilizer: Fix compilation error in debug mode
August 16, 2016, 11:53 (GMT)
Correct previous commit, need to indent verisoning code
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.
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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021