February 10, 2015, 15:39 (GMT) |
Use an enum for enabled GPU Fx |
February 10, 2015, 15:29 (GMT) |
Forward compatibility: Use triangle strips instead of quads |
February 10, 2015, 11:57 (GMT) |
Cleanup leftover code from WIP renderer |
February 10, 2015, 10:55 (GMT) |
More cleanup |
February 10, 2015, 10:49 (GMT) |
Framebuffer effects: This includes offscreen processing for the 3D viewport and OpenGL rendering. Included effects are a depth of field shader and a Screen Space Ambient Occlusion shader. The system is simplistic and duplicates some code. I am in the process of making abstractions so the effects can be used in a node system, but we can probably give users access to the early system right now. Reviewers: sergey, campbellbarton, jwilkins, merwin Differential Revision: https://developer.blender.org/D1092 |
February 10, 2015, 10:34 (GMT) |
Cleanup - bring branch to merge ready condition |
February 10, 2015, 10:18 (GMT) |
Merge branch 'master' into viewport_experiments |
February 3, 2015, 18:29 (GMT) |
Merge branch 'master' into viewport_experiments Conflicts: CMakeLists.txt |
February 3, 2015, 18:27 (GMT) |
Cleanup for compositing, move to c++ WIP node abstractions for compositing system. |
January 16, 2015, 13:02 (GMT) |
Select appropriate folder for MinGW-w64 gcc 4.9 |
January 11, 2015, 20:28 (GMT) |
Fix T43208 material flickering in edit mode. Happens because material setting now occurs in the derived mesh drawing routine as it should. However that means that it also happens during selection and that influenced the drawing state somehow. In 2.72 this did not occur because material setting happened during draw setting (skip or draw) instead of after the draw setting passed (so selection would skip it by use another draw setting function). Of course this violated design but worked. Made it now so backbuffer selection does not enable materials (it's redundant in those cases anyway). This could be ported to a possible 'a' release but as is classic with display code there may be some other places that it could backfire. Tested fix with texture/vertex painting and selection which use backbuffer for both subsurf and regular meshes and it seems to work OK. |
January 9, 2015, 15:48 (GMT) |
Add initial compositing node API, compositing code already becomes too redundant and hard for prototyping. This will make things easier. |
January 9, 2015, 11:51 (GMT) |
Merge branch 'master' into viewport_experiments |
January 6, 2015, 19:27 (GMT) |
fragment shader to downsample near circle of confusion - rename texture coordinates so it's clearer they are reusable. |
January 6, 2015, 19:01 (GMT) |
signed coc matches the low quality one. |
January 6, 2015, 18:41 (GMT) |
As usually hard to find errors are usually quite silly. We can now see the coc value |
January 6, 2015, 18:16 (GMT) |
Intermediate commit. Basically, we try to output coc values to a second render target, but apparently OpenGL somehow hates us. Committing so that Mac may give a better diagnostic on what is happening. |
January 6, 2015, 16:57 (GMT) |
First stage of better dof, downsample buffer by half. |
January 6, 2015, 14:49 (GMT) |
Add new shader files to Scons |
January 6, 2015, 14:03 (GMT) |
WIP for new dof |
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