Blender Git Loki

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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.
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
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.
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.
December 8, 2015, 01:35 (GMT)
Python: remove support for Python 3.4
December 7, 2015, 20:06 (GMT)
Usual UI messages fixes.
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.
December 7, 2015, 08:13 (GMT)
BLI_linklist: add alloca append macro
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.
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.
December 6, 2015, 22:09 (GMT)
Fix Scons after GLSL changes.
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.
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!
December 6, 2015, 18:35 (GMT)
OpenGL: rename simple shader to basic shader.
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