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Blenderin Git "master"-kehityshaaran kommitit.

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May 22, 2016, 13:44 (GMT)
Make Shift-Z in viewprot a toggle between current shading mode and rendered one

This way it is now possible to toggle between material and rendered shading
while previously rendered viewport will always go back to solid shading.
May 22, 2016, 13:12 (GMT)
Cycles: Support bump mapping in GLSL viewport

This commit implements Bump node in GLSL, making it possible to
see previews of bump mapping in viewport without need to render.
Nothing really fancy going on here, just uses internal dFdx/dFdy
functions to get derivatives of the surface and map itself.
Quite basic but seems to behave correct-ish.

This commit also makes Displacement material output to affect
viewport shading by re-linking unconnected Normal input to a
node which was used for displacement output (via Bump node).

Intention of all this is to make it really easy to do bump map
painting with Cycles as an active render engine.

Reviewers: campbellbarton, mont29, brecht, psy-fi

Reviewed By: brecht

Subscribers: Blendify, eyecandy

Differential Revision: https://developer.blender.org/D2014
May 22, 2016, 11:48 (GMT)
CMake: Solve compilation error with pre-compiled libraries and new GCC-6

Since version 6 G++ switched to C++11 by default, which breaks some logic
around WITH_CXX11 checks in out CMake files, leading to compilation errors.
This is easy to solve by explicitly enabling older C++ standard when C++11
was not explicitly enabled by CMake options.

However, G++-6 will also use new ABI by default even if older standard was
specified in the compiler options. This is being addressed by a special
define flag.

This tricks made it possible to use new G++-6 without need to recompile
any of pre-compiled libraries.

However, this might break compilation with existing system libraries, which
might already be using new ABI. We can't address this automatically, so
now we simply default WITH_C11 and WITH_CXX11 options to whatever defaults
of the current compiler are. This means, for G++-6 we'll set WITH_CXX11 to
truth. This should make linking with system libraries working just fine,
but to make pre-compiled libraries we still might need to disable CXX11.

This should work fine work for a new environments with G++-6 and install_deps
script run from scratch there, because C++ standard will be the same for
both Blender dependencies and Blender itself.
May 22, 2016, 07:44 (GMT)
Fix T48476: 'Recalculate Bone to Cursor' fails
May 22, 2016, 07:15 (GMT)
Cleanup: remove unused doxy config
Revision 9bf0920 by Mike Erwin
May 21, 2016, 22:29 (GMT)
ndof: simplify Mac build

We don?t require the 3Dconnexion driver framework at build time.

No special link flags or include paths needed.
May 21, 2016, 14:46 (GMT)
Python API: add material to uniforms from gpu.export_shader.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1457
May 21, 2016, 14:12 (GMT)
Forgot to remove omp header include...
May 21, 2016, 14:09 (GMT)
Dynamicpaint: fix (unreported) missing progress bar in early baking stage.

Nothing was shown in UI during pre-bake step, while it can take several minutes
to complete with heavy geometry.
May 21, 2016, 14:01 (GMT)
DynamicPaint: massive refactor, replace all OpenMP usage by BLI_task and other optimizations.

This commit makes Dynamicpaint modifier evaluation (during playback) a few percents quicker.
However, it makes dynapaint's 'image sequence' baking about 33% quicker (from 119 to 77 seconds
in own heavy test), partly due to switch to BLI_task itself (about 20%), and partly due to
optimizations (remaining ~13%).

As usual, did a lot of tests here to ensure nothing is broken, but a lot more users' testing would definitively
be welcome too! ;)

Note that some quite meaningless omp forloops have been removed (parallelizing thousands of vec copy does
make it two or three times quicker, but the few hundreds of microseconds gained do not make any difference
in a hundreds millisecond process).

Also, this code could still use a lot more cleanup (naming etc.), the way it (tries to) handle malloc faults
is also totally flacky and makes the code horribly verbose and convoluted in some places - without actually
catching all possible faults (memarena could make it more easy to handle here), etc.
May 21, 2016, 13:20 (GMT)
BKE Mesh mapping: add 'vert to looptri' mapping generator.
Revision 92a3ac4 by Joshua Leung
May 21, 2016, 06:34 (GMT)
GPencil: Add hotkeys for the "Delete Active Frame" operator

Usage:
* D+X - Works anytime, anywhere
* Shift-X - Works in EditMode only
* Via Delete Menu - EditMode only

Often doing video tutorials or perhaps during dailies/shot review you want to
quickly get rid of a quick scribble you made for making a point, without having
to undo (i.e. maybe you edited some objects in between) and/or without having
to use the eraser (i.e. it'd take too long to cover the entire area).
Revision b730238 by Joshua Leung
May 21, 2016, 06:34 (GMT)
GP Sculpt: Make the cursor more visible on light backgrounds

On light coloured backgrounds (especially on white), it was impossible to see
where the cursor was. This commit adds a second ring (black) to the cursor so
that on light backgrounds, even if the light ring isn't visible the black one
will be.
May 20, 2016, 22:54 (GMT)
Hopefully fix OMP/MSVC crap...
May 20, 2016, 21:18 (GMT)
Dynapaint: Serious cleanup and optimization of dynamicPaint_createUVSurface (mostly).

Gives 3-4% speedup in pre-bake step (from 112 to 108 seconds with own heavy test file).

Note that here we have a huge potential performance boost if we replace the flat
`Bounds2D *faceBB` array of UV tris bounding boxes by a real 2D AABB tree (right now,
we can loop over all UV triangles times the number of pixels of the surface times 5...).
May 20, 2016, 20:54 (GMT)
Fix GLSL shader failing to compile on OSX

Bit operations are not supported on legacy profile of OSX.
May 20, 2016, 19:48 (GMT)
Makefile: Use hidden FORCE target
May 20, 2016, 19:21 (GMT)
Support Cycles wave texture in GLSL viewport.
May 20, 2016, 16:58 (GMT)
Support Cycles noise texture in GLSL viewport
May 20, 2016, 16:14 (GMT)
Cleanup: Don't use f suffix for values in GLSL

Was giving an issues in the past, will avoid it for now.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021