Revision 07b525f by Campbell Barton August 4, 2015, 12:34 (GMT) |
Remove alloc checks in laplaciansmooth These arrays aren't especially big or likely to fail. |
Revision 4b6fba3 by Campbell Barton August 4, 2015, 12:11 (GMT) |
Remesh modifier has unnecessary MFace calculation |
Revision ae9ccec by Campbell Barton August 4, 2015, 12:08 (GMT) |
Missed from last commit |
Revision f1a9a8c by Campbell Barton August 4, 2015, 11:58 (GMT) |
Remove MFace use w/ laplacian smooth Use polygons for calculation |
Revision c1938eb by Sergey Sharybin 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. |
Revision b50916d by Sergey Sharybin August 4, 2015, 09:04 (GMT) |
OpenSubdiv: forgot this in the previous commit Need to find better approach for dealing with shadeless materials. |
Revision abb976a by Sergey Sharybin 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. |
Revision cff288c by Campbell Barton 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 |
Revision 73522e1 by Sergey Sharybin 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. |
Revision 0951ea2 by Sergey Sharybin August 3, 2015, 18:18 (GMT) |
OpenSubdiv: Support shadeless shading |
Revision c2dc6aa by Sergey Sharybin August 3, 2015, 17:47 (GMT) |
OpenSubdiv: Smooth shading became broken in recent commit |
Revision 9b51a9e by Antonis Ryakiotakis August 3, 2015, 17:41 (GMT) |
Sculpt: Fix tiling with brushes that use a locked plane Patch by Tilman Blumhagen, thanks! |
Revision 2411027 by Antonis Ryakiotakis 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. |
Revision 7667ad2 by Sergey Sharybin 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. |
Revision e90fea7 by Antonis Ryakiotakis 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. |
Revision e5f7b0f by Sergey Sharybin 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. |
Revision 4a0f3be by Sergey Sharybin August 3, 2015, 14:04 (GMT) |
OpenSubdiv: Make new geometry relations ensures dependent data exists on CPU |
Revision 7cfb05d by Sergey Sharybin 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. |
Revision b4e1b7b by Sergey Sharybin August 3, 2015, 13:30 (GMT) |
OpenSubdiv: Remove workaround for simple subdivision mode This case is now supposed to be supported by OpenSubdiv. |
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