Revision c099b86 by Mike Erwin December 8, 2015, 06:19 (GMT) |
OpenGL: simple cleanup It?s still immediate mode, but at least it?s shorter & clearer. |
Revision 964107f by Mitchell Stokes December 8, 2015, 03:25 (GMT) |
BGE code cleanup: Removing RAS_GLExtensionManager. This class did nothing but print out extensions if they were found. Instead, the code from bge.logic.PrintGLInfo() is now printed as the Rasterizer is initialized. This gives better information, and it removes some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls the Rasterizer to print the information). Differential Revision: https://developer.blender.org/D438 |
Revision fe2f3a1 by Mitchell Stokes December 8, 2015, 03:05 (GMT) |
OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data) The only use we had for RAS_StorageIM was to render derived meshes using Blender's mesh drawing. This is now handled as a special case in RAS_OpenGLRasterizer instead of in RAS_StorageIM. We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment vertex arrays are still the default since our vertex array with display lists implementation is still much faster than our VBO code in a lot of cases. As we improve our VBO code, we can drop vertex arrays since Blender's minimum OpenGL version is being bumped up to 2.1, which supports VBOs. |
Revision 9d03307 by Mitchell Stokes December 8, 2015, 03:05 (GMT) |
BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti() The work that was being done in IndexPrimitiveMulti() is now done by IndexPrimitive() and we always assume multitexture support. |
Revision a4a5d85 by Campbell Barton December 8, 2015, 01:35 (GMT) |
Python: remove support for Python 3.4 |
Revision 187b725 by Bastien Montagne December 7, 2015, 20:06 (GMT) |
Usual UI messages fixes. |
Revision de06724 by Martijn Berger December 7, 2015, 16:51 (GMT) |
Add support for compiling the cuda kernel on the Nvidia Jetson TX1 |
Revision e65c647 by Lukas Toenne December 7, 2015, 11:35 (GMT) |
Added a comment to our use of the term 'adjoint' in BLI_math. In modern usage this means the conjugate transpose, but we stick to the classical usage (i.e. adjugate matrix), like Eigen does. |
Revision 9e0757a by Campbell Barton December 7, 2015, 08:13 (GMT) |
BLI_linklist: add alloca append macro |
Revision 41a2b97 by Campbell Barton December 7, 2015, 00:09 (GMT) |
Minor changes needed for standalone mathutils |
Revision a048d5f by Mike Erwin December 6, 2015, 23:47 (GMT) |
OpenSubdiv: refine OpenGL version & extension checks Use new GPU_legacy_support() function. Determine GLSL version once instead of per shader. For Texture Buffers, allow ARB or EXT version of the extension. Either one will do. |
Revision 50df05c by Mike Erwin December 6, 2015, 23:26 (GMT) |
OpenGL: remove old version check + minor cleanup |
Revision 8cfcc44 by Mike Erwin December 6, 2015, 23:02 (GMT) |
OpenGL: new GPU_legacy_support() function Is current context compatible with legacy GL (version 2.1)? My earlier approach -- checking for GLEW_ARB_compatibility -- was not enough. This should always return true if we set our GL context up properly. It will return false when we switch to core profile. |
Revision 1858823 by Mike Erwin December 6, 2015, 23:02 (GMT) |
OpenGL: request version 2.1 when creating context on Windows In practice this gives us a context that is *compatible* with GL 2.1. On my machine it gives a GL 3.3 or 4.3 compatibility profile context, depending on graphics card installed. Also fixed enum for core profile (not used yet). Also added option for GL 3.2 compatibility profile. This will be useful during Blender 2.8 development, until we are able to use the core profile. On my machine this gives exactly a GL 3.2 compatibility profile context, not 3.3 or 4. |
Revision ffabd03 by Mike Erwin December 6, 2015, 23:02 (GMT) |
OpenSubdiv: disable TF on lower GL versions. Fixes T46794 My previous edit to this check was too lax. OSD's shader for the Transform Feedback evaluator declares itself #version 410 so disable the feature if user's GL < 4.1. |
Revision a3d774e by Thomas Dinges December 6, 2015, 22:47 (GMT) |
Cycles: Fold Value and RGB node as well. This way, connecting Value or RGB node to e.g. a Math node will still allow folding. Note: The same should be done for the ConvertNode, but I leave that for another day. |
Revision c6be3fe by Thomas Dinges December 6, 2015, 22:09 (GMT) |
Fix Scons after GLSL changes. |
Revision 8d09eec by Bastien Montagne December 6, 2015, 20:07 (GMT) |
Fix (unreported) Ocean modifier assuming all its faces are quads. Would be true in most cases (and in particular with own generated geometry), but in case one would be using original geometry this could have crashed badly. |
Revision a781993 by Bastien Montagne December 6, 2015, 20:07 (GMT) |
Cleanup in main Ocean modifier code. Note that I tried to parallelize the loops porting result of the simulation to the DM data itself, but that ended up being 20% slower than non-threaded code! |
Revision 4aab21f by Brecht Van Lommel December 6, 2015, 18:35 (GMT) |
OpenGL: rename simple shader to basic shader. |
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