July 15, 2015, 16:46 (GMT) |
Merge branch 'master' into temp_display_optimization Conflicts: source/blender/blenkernel/intern/cdderivedmesh.c |
July 14, 2015, 21:56 (GMT) |
Merge branch 'master' into temp_display_optimization Conflicts: source/blender/blenkernel/intern/cdderivedmesh.c |
July 14, 2015, 20:36 (GMT) |
VBO offscreen selection drawing, cdderivedmesh Get rid of legacy drawing, it's only used for selection, in which case we can prepare a temporary color buffer and draw at once. Code is not complete here because we still redundantly set the draw color in the draw function and don't ommit hidden faces automatically. Still it works 100% without immediate mode now. |
July 14, 2015, 19:23 (GMT) |
Merge branch 'master' into temp_display_optimization |
July 14, 2015, 13:58 (GMT) |
Merge branch 'master' into temp_display_optimization Conflicts: source/blender/blenkernel/intern/cdderivedmesh.c source/blender/blenkernel/intern/subsurf_ccg.c |
July 14, 2015, 13:26 (GMT) |
Fast drawing for sculpting multires using VBOs (non VBO won't have fast mode but will not spend time on that). With this commit branch should be in full feature parity with master. |
July 14, 2015, 10:28 (GMT) |
Subsurf drawing refactoring: All textured drawing now works correctly using VBOs (with usual CPU overhead still, but this will be taken care of separately). Solid texture painting should also work fine. Renamed ccg GPU functions so they are more consistent with cddm |
July 13, 2015, 16:13 (GMT) |
Merge branch 'master' into temp_display_optimization |
July 12, 2015, 14:40 (GMT) |
Bah, merge change that was left uncommitted |
July 12, 2015, 14:26 (GMT) |
Merge branch 'master' into temp_display_optimization Conflicts: source/blender/gpu/intern/gpu_buffers.c |
July 2, 2015, 19:51 (GMT) |
Merge branch 'master' into temp_display_optimization |
July 1, 2015, 10:16 (GMT) |
Use shorts for uploading normals to GPU instead of floats. The range of shorts is acceptable for good looking normals. We allocate a buffer with 4 shorts to keep data aligned to 32bit boundaries. The total mesh cost for full triangle meshes is now equal to master branch even with index buffers and memory gains are even more for ngons. |
June 30, 2015, 16:51 (GMT) |
Cleanup: Use GPU material counter instead of allocating new counter array every time. |
June 30, 2015, 13:17 (GMT) |
Refactor subsurf multi material textured drawing. Use the same system as cdderivermesh - still result is not correct though. |
June 30, 2015, 10:22 (GMT) |
GLSL fix one more error - meant that attributes would not get uploaded correctly. |
June 30, 2015, 10:00 (GMT) |
Merge branch 'master' into temp_display_optimization |
June 29, 2015, 17:32 (GMT) |
Temporarily fix crash until subsurf textured multi material is completely supported. |
June 29, 2015, 15:18 (GMT) |
GLSL drawing redesign: Use new upload scheme. Idea here is that materials share a VBO where the size of each element is the maximum size of all mesh materials. While this will waste some size if material sizes differ it is the simplest scheme to use and allows easy reuse of indices as opposed to separating the materials in separate vertex buffers. In fact if we do that, management gets quite complex and code much more error prone. I may write an extra blog post to explain the choices here at some point. |
June 29, 2015, 14:45 (GMT) |
Redesign of textured drawing: Get rid of triangle_to_mface array Instead we can be smarter here and add an mface array to the GPUBufferMaterial instead. This will help us do less iterations on CPU for quad meshes as well as avoiding checking materials every face (faces are now always sorted per material so this happens implicitly). |
June 27, 2015, 15:21 (GMT) |
Merge branch 'master' into temp_display_optimization |
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