Age | Commit message (Collapse) | Author |
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Add check when bounds reached inf
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As suggested by Campbell, bump subversion and reset all ui_previews data (so that any file that could
have been corrupted in past two weeks because of this bug is fixed and valid again).
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cleanup patch.
These simply need a proxy node, which will be replaced by direct
operation links afterward.
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layers.
More like a workaround, current depsgraph does not really allow for animated layers,
esp. when we alwys expect at least one to be enabled (same issue as with basic Scene layers).
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too when in "vertex per face" display
So, turned out after all we need a foreachmapped helper for loops as well... :/
CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a
bad working solution (see D478). So I fallback to a code similar to CDDM one.
Probably not nice for performances, but loops and subsurf are not matching well...
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D478
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EXPECT_EQ wasn't defined in the scope.
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handling code between
editmode and objectmode functions. No behavioral change expected!
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extension sockets would create additional extension sockets instead of
simply ignoring them.
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It was rather stupid having it in brute region tracker,
now it is in own file in base library.
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and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
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Reference: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
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frame 0 instead
Problem was introduced back in 2.70 during Project Pampa when the FCurve Normalisation
feature was introduced. The cause was that the normalised cursor value was always getting
passed to the KeyframeEditData context, even when it wasn't needed.
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KX_ConvertPhysicsObjects.cpp that were used to get bounds information
Now we just use BKE_object_boundbox_get().
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and KX_CBounds
These were used in BL_CreatePhysicsObjectNew() in the converter. However, all
of the data put into KX_ObjectProperties was then copied again in
KX_ConvertBulletObject(). So, instead KX_ConvertBulletObject() now gathers the
information it needs itself, which avoid this odd double conversion step for
physics.
As a side-effect, the old code would result in static non-mesh objects with no bounds
set to still have triangle mesh bounds. This would result in no bounds for these objects.
If a bounds was set that required a mesh, non-mesh objects would become sphere bounds.
This is now true regardless of whether user bounds were set. In other words, static
non-mesh objects now use sphere bounds by default instead of mesh bounds. This might
slightly alter some games, but these objects should generally be set to No Collision
anyways.
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flag silently
Enabling ghost for Sensors and Characters is now done in conversion
rather than when setting the RNA.
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This caused a couple of fireflies in koro_final.blend. The wrong normal would
cause the shading point to be set as backfacing, which triggered another bug
with hair BSDFs on the backface of hair curves. That one is not fixed yet but
there's a comment in the code about it now.
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It's unclear how to deal with symlinks on windows as well..
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This gives me 14% reduction in render time for koro_final.blend.
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it was too easy to use invalid types which would crash or fail silently.
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also thin out lib. Todo: rather not build the intermediate bins with openmp dependency anyway
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D253 from Lawrence D'Oliveiro
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Converting empty object to mesh can generate a 'Null' BL:Mesh, we have to check against it.
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when checking neighbor faces against shadowing).
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This actually had nothing specific to new split normals, it was an internal limitation
of BI raytracer, which would check against neighbor face shadowing only when they shared
a common vertex, now it also performs checks when both faces have a vertex with a common
"ancestor" (org index).
Note this allows to also fix same issue when using SplitEdges modifier (and potentially
others?), but only when AutoSmooth is enabled (due to some compute/mem overhead, we
do not want to enable this code systematically).
Thanks to Brecht for advices and review!
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Old algorithm:
Raytrace from one transparent surface to the next step by step. To minimize
overhead in cases where we don't need transparent shadows, we first trace a
regular shadow ray. We check if the hit primitive was potentially transparent,
and only in that case start marching. this gives extra ray cast for the cases
were we do want transparency.
New algorithm:
We trace a single ray. If it hits any opaque surface, or more than a given
number of transparent surfaces is hit, then we consider the geometry to be
entirely blocked. If not, all transparent surfaces will be recorded and we
will shade them one by one to determine how much light is blocked. This all
happens in one scene intersection function.
Recording all hits works well in some cases but may be slower in others. If
we have many semi-transparent hairs, one intersection may be faster because
you'd be reinteresecting the same hairs a lot with each step otherwise. If
however there is mostly binary transparency then we may be recording many
unnecessary intersections when one of the first surfaces blocks all light.
We found that this helps quite nicely in some scenes, on koro.blend this can
give a 50% reduction in render time, on the pabellon barcelona scene and a
forest scene with transparent leaves it was 30%. Some other files rendered
maybe 1% or 2% slower, but this seems a reasonable tradeoff.
Differential Revision: https://developer.blender.org/D473
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after 04a10907dc41.
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subsurf one).
Just always tag tessellated CDlayers as dirty when we recompute split normals!
Also simplified a bit end of mesh_calc_modifiers.
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Differential Revision: https://developer.blender.org/D477
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