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Blender Git "temp_display_optimization" branch commits.

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June 26, 2015, 15:51 (GMT)
Merge branch 'master' into temp_display_optimization
June 26, 2015, 15:09 (GMT)
Fix crash in viewport benchmark file with GLSL

Total loops were calculated erroneously, probably due to ngon to loop
conversion.
June 26, 2015, 14:18 (GMT)
Make code compile with GPU_DEBUG
June 26, 2015, 12:59 (GMT)
Merge branch 'master' into temp_display_optimization
June 25, 2015, 13:06 (GMT)
Fix error with vertex color upload for subsurf
June 24, 2015, 16:44 (GMT)
Subsurf VBOs now properly supports colors
June 24, 2015, 15:27 (GMT)
Semi fix UVs not working in higher level. Looks like issue is mesh
colors somehow being used. Disabled for now but real fix would be to
investigate why they are there in first place.
June 24, 2015, 14:36 (GMT)
First version of textured subsurf drawing with VBOs and index buffers.

TODOs:

* UVs fail for high subdivision
* Vertex colors still not supported
* Texture painting still not supported
June 24, 2015, 09:58 (GMT)
Fix crash reported on blenderartists

A really bad issue that meant we would miscount many mixed triangle/quad
meshes.
June 23, 2015, 17:22 (GMT)
WIP code that handles textured drawing for subsurf with vertex buffers.
June 23, 2015, 15:52 (GMT)
Merge branch 'master' into temp_display_optimization
June 23, 2015, 14:57 (GMT)
Subsurf drawing:

Solid shading uses indexed drawing (textured/GLSL drawing are still not
implemented).

For subsurf we might be able to squeeze more memory but it would only
work for smooth shading and it requires more elaborate counting for all
data upload functions. May be interesting to do in the future though.
June 23, 2015, 10:26 (GMT)
Cleanup: Use "elements", the OpenGL term instead of "points", makes it a
bit clearer what the use is intended for.
June 23, 2015, 10:07 (GMT)
Merge branch 'master' into temp_display_optimization
June 23, 2015, 09:28 (GMT)
Merge branch 'master' into temp_display_optimization
June 22, 2015, 17:17 (GMT)
Use index buffers for drawing with vertex buffers.

Tests show that we gain approximately 20-25% performance
by that for solid mode drawing.

Good memory/performance is gained for quad meshes mostly
but we also gain performance in triangle meshes as well.

This commit will not get rid of the CPU overhead in
some modes (textured/GLSL) yet, but it prepares the
code for caching changes to make things better
.
June 22, 2015, 13:57 (GMT)
Port Subsurf to VBO code from GPUDataRequest branch.

This adds support for vertex buffers for solid shaded mode for subsurf
modifiers, making drawing of subsurf much faster in this mode.

It also moves towards the goal of data driven requests for our new
renderer system, but this will need further changes down the line.

Everything should work as before with the exception of simplified
multires drawing in sculpting (feature enabled while rotating the view).
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021