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MiikaHweb - Blender Git Statistics v1.06
Blender Git Statistics -> Branches -> uvimage-editor-drawing
"Uvimage-editor-drawing" branch
Total commits : 92
Total committers : 2
First Commit : August 15, 2020
Latest Commit : September 10, 2020
Commits by Date
Date | Number of Commits | |
---|---|---|
September 10, 2020 | 11 | |
September 9, 2020 | 0 | |
September 8, 2020 | 5 | |
September 7, 2020 | 0 | |
September 6, 2020 | 0 | |
September 5, 2020 | 0 | |
September 4, 2020 | 0 | |
September 3, 2020 | 0 | |
September 2, 2020 | 0 | |
September 1, 2020 | 2 | |
August 31, 2020 | 1 | |
August 30, 2020 | 0 | |
August 29, 2020 | 0 | |
August 28, 2020 | 7 | |
August 27, 2020 | 0 | |
August 26, 2020 | 1 | |
August 25, 2020 | 12 | |
August 24, 2020 | 12 | |
August 23, 2020 | 0 | |
August 22, 2020 | 0 | |
August 21, 2020 | 3 | |
August 20, 2020 | 4 | |
August 19, 2020 | 9 | |
August 18, 2020 | 9 | |
August 17, 2020 | 14 | |
August 16, 2020 | 1 | |
August 15, 2020 | 1 |
Committers
Author | Number of Commits |
---|---|
Jeroen Bakker | 87 |
Jeroen Bakker | 5 |
Popular Files
Filename | Total Edits |
---|---|
image_engine.c | 23 |
draw_manager.c | 12 |
overlay_edit_uv.c | 11 |
CMakeLists.txt | 9 |
engine_image_vert.glsl | 9 |
image_private.h | 9 |
engine_image_frag.glsl | 7 |
edit_uv_edges_vert.glsl | 7 |
image_gpu.c | 7 |
draw_view.c | 6 |
Latest commits
September 10, 2020, 17:59 (GMT) |
Merge branch 'master' into uvimage-editor-drawing |
September 10, 2020, 13:46 (GMT) |
Better description for the depth ordering |
September 10, 2020, 13:37 (GMT) |
Use an order for pixels. faces. edges and verts |
September 10, 2020, 13:16 (GMT) |
Reduce render artifacts introduced by snapping vertices to pixel coords Use floor instead of round |
September 10, 2020, 13:14 (GMT) |
Move selected vertices to the top |
September 10, 2020, 13:08 (GMT) |
Reduce aliasing for non smooth edges |
September 10, 2020, 13:03 (GMT) |
Merge branch 'master' into uvimage-editor-drawing |
September 10, 2020, 06:29 (GMT) |
Draw selected UV's on top |
September 10, 2020, 06:11 (GMT) |
Snap vertices to pixel grid |
September 10, 2020, 05:53 (GMT) |
Fixed clang-tidy |
September 10, 2020, 05:53 (GMT) |
Merge branch 'master' into uvimage-editor-drawing |
September 8, 2020, 12:12 (GMT) |
Merge branch 'arcpatch-D8234' into uvimage-editor-drawing |
September 8, 2020, 12:07 (GMT) |
Removed commented out code |
September 8, 2020, 12:06 (GMT) |
Rebase latest master |
September 8, 2020, 11:56 (GMT) |
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. Old: {F8780114} New: {F8780113} This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. {F8787296} **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. When support of huge textures is implemented we can switch over. **Future developments** * Support huge texture sizes. {T80113} * Share overlay shaders between 3d view and image editor, makes it possible to render certain overlays in both editors. * Connect smooth wire to `USER_GPU_FLAG_OVERLAY_SMOOTH_WIRE`. * Move overlay options to a pop-over and other UI improvements. * Replace the unavailability shader with the overlay grid. Maniphest Tasks: T67530 Differential Revision: https://developer.blender.org/D8234 |
September 8, 2020, 11:56 (GMT) |
Fixed failing assert statement due to recent refactoring in master |
September 1, 2020, 08:31 (GMT) |
Render background when image isn't available |
September 1, 2020, 06:32 (GMT) |
Merge branch 'master' into uvimage-editor-drawing |
August 31, 2020, 08:42 (GMT) |
Don't draw grid when there is an image |
August 28, 2020, 15:04 (GMT) |
Added GLSL tests |
MiikaHweb - Blender Git Statistics v1.06