Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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August 4, 2015, 12:34 (GMT)
Remove alloc checks in laplaciansmooth

These arrays aren't especially big or likely to fail.
August 4, 2015, 12:11 (GMT)
Remesh modifier has unnecessary MFace calculation
August 4, 2015, 12:08 (GMT)
Missed from last commit
August 4, 2015, 11:58 (GMT)
Remove MFace use w/ laplacian smooth

Use polygons for calculation
August 4, 2015, 10:23 (GMT)
OpenSubdiv: Report when OSD can't be enabled due to dependencies

Should be useful for debugging cases when enabling the option doesn't
cause any performance improvements.
August 4, 2015, 09:04 (GMT)
OpenSubdiv: forgot this in the previous commit

Need to find better approach for dealing with shadeless materials.
August 4, 2015, 08:52 (GMT)
OpenSubdiv: Optimize drawing shader

The idea is to cut as much code as possible and use compile-time
ifdefs rather than runtime if() statements.

Gives about 2x speedup on catmark_car model from OpenSubdiv repository
making our FPS much closer to what glViewer is capable of.
August 4, 2015, 08:49 (GMT)
Use PyC_ParseBool to parse bools

This could cause problems since they could be any int,
then passed directly to internal functions that assume bools.
August 3, 2015, 22:10 (GMT)
BGE: Added getActionName() function to KX_GameObject()

It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing.

Example:

```
import bge
own = bge.logic.getCurrentController().owner
own.playAction("SomeAction",0,20)
print(own.getActionName())
```
>> SomeAction

Here is an example file, just open the blend file with the terminal opened
and press P, you can see how the current animation is being printed:
{F217484}

Reviewers: moguri, hg1, panzergame, campbellbarton

Reviewed By: panzergame

Subscribers: campbellbarton, hg1, #game_engine

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1443
August 3, 2015, 18:39 (GMT)
OpenSubdiv: Fix/workaround for missing generated coordinates in viewport

This actually requires some bigger work to make it fully supported but
for now at least avoid breaking shading with OpenSundiv option disabled.
August 3, 2015, 18:18 (GMT)
OpenSubdiv: Support shadeless shading
August 3, 2015, 17:47 (GMT)
OpenSubdiv: Smooth shading became broken in recent commit
August 3, 2015, 17:41 (GMT)
Sculpt: Fix tiling with brushes that use a locked plane

Patch by Tilman Blumhagen, thanks!
August 3, 2015, 17:09 (GMT)
Multires sculpting drawing optimization:

Use OpenGL 3.2 extension ARB_draw_elements_base_vertex, which allows us
to add offset in index buffer indices automatically. This should reduce
the number of draw calls significantly.

We may have some errors on the Mac with VBO setting off.
OSX OpenGL extensions don't play well with vertex arrays.
Will test that more later.

We might also use a full element buffer here, like we do when hiding
some quads, but this approach keeps the memory savings intended
originally.
August 3, 2015, 15:51 (GMT)
OpenSubdiv: Made it a modifier option to enable OSD for viewport

The idea of this commit is to make it so we can enable OpenSubdiv by default
for the release builds but keep it limited to the viewport only for a specific
meshes. This is a temporary solution for until all the needed features are
supported on the OpenSubdiv side.

Flag itself is done as a dedicated field in modifier DNA so we can easily
remove it in the future without ending up with some temporary flag hanging
around forever.
August 3, 2015, 15:47 (GMT)
Fix T45654 fast navigate artifacts.

Was overdrawing the buffer, in case of fast drawing just use one
draw call. Should also make performance quite smoother.

Note:
Just discovered we are doing one draw call - per grid - in multires
apparently to keep reusing the same element buffer.
This is horribly, dreadfully slow and will check about fixing it later.
August 3, 2015, 14:44 (GMT)
OpenSubdiv: Avoid crashes when GPU subsurf is tried to be used on CPU

The issue was caused by CCG code being confused by number of geometry returned
by utility functions in the case of the skipped grids.

Made it so that code is always only working with CCG data and handled drawing
code in a bit special way now.

This solves such crashes as i.e. snapping.
August 3, 2015, 14:04 (GMT)
OpenSubdiv: Make new geometry relations ensures dependent data exists on CPU
August 3, 2015, 13:57 (GMT)
OpenSubdiv: Resolve crashes when other object depends on subsurf-ed object

Cases like using subsurfed object as a boolean operand can't be evaluated
on GPU and needs to have all the CCG on CPU.

This commit resolves existing configuration to survive, but new configurations
would need to have some sort of forced object update so all the data is being
moved on CPU if it was previously on GPU.
August 3, 2015, 13:30 (GMT)
OpenSubdiv: Remove workaround for simple subdivision mode

This case is now supposed to be supported by OpenSubdiv.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021