Age | Commit message (Collapse) | Author |
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A question here might be: why?
The answer is that GPUs will convert this to triangles so we are wasting
memory during conversion of the element buffer to a triangle buffer
anyway.
The second reason is that some modern GPUs are slower rendering GL_QUADS
The third reason is that due to element caching, this should not in
theory be slower (cached elements do not get recalculated on the GPU).
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- display handles with solid color.
- active handle is highlighted.
- 1/4 of the colorband draws solid.
- use old-style handles when zoomed out.
D289 by Charlie Jolly with own modifications.
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Issue is that sampling functions did not pass a thread index to the
texture sampler so all threads were contesting for the same pool.
Paint cursors and sculpting that used openmp for threading suffered from
this. Now use omp_get_thread_num to pass the thread number.
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Just using same principle as the one already used for the 'cache bar': add -0.5/+0.5 offsets to start/end (also edited 'view all' op to match this).
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Summary:
The title actually says it all, it's just possible to
have independent free handles for mask splines. Also
it's now possible to have aligned handles displayed
as independent handles.
Required changes in quite a few places, but they're
rather straightforward.
From user perspective there's one really visible change
which is removed Handle Type menu from the panel. With
asymmetric handles it's not clear which handle type to
display there. So now the only way to change handle type
is via V-key menu.
Rewrote normal evaluation function to make it deal
with new type of handles we support. Now it works in
the following way:
- Offset the original spline by maximal weight
- Calculate vector between corresponding U positions
on offset and original spline
- Normalize this vector.
Seems to be giving more adequate results and doesn't
tend to self-intersect as much as old behavior used to,
There're still some changes which needed to be done, but
which are planned for further patch:
- Support colors and handle size via themes.
- Make handles color-coded, just the same as done for
regular bezier splines in 3D viewport.
Additional changes to make roto workflow even better:
- Use circles to draw handles
- Support AA for handles
- Change click-create-drag to change curvature of the
spline instead of adjusting point position.
Reviewers: campbellbarton
CC: sebastian_k, hype, cronk
Differential Revision: http://developer.blender.org/D121
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Root of the issues comes to the fact that it's possible to produce
a situation when library object data uses local object. This is
actually forbidden and not supported by .blend IO.
Made it so Make Local wouldn't produce such an unsupported states.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D372
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Bevel Factor Mapping allows to control the relation between bevel factors
(number between 0 and 1) and the rendered start and end point of a beveled
spline.
There are three options: "Resolution", "Segments", "Spline". "Resolution"
option maps bevel factors as it was done < 2.71, "Spline" and "Segments"
are new.
* "Resolution“: Map the bevel factor to the number of subdivisions of a
spline (U resolution).
* "Segments“: Map the bevel factor to the length of a segment and to the
number of subdivisions of a segment.
* "Spline": Map the bevel factor to the length of a spline.
Reviewers: yakca, sergey, campbellbarton
CC: sanne
Differential Revision: https://developer.blender.org/D294
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also disable edge-rail by default.
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Transform operators for nodes were not taking parent nodes (frames) into
account. Now use the nodeToView/nodeFromView functions to apply
transforms in local node space.
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Based on D420
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display gamma
Issue was caused by the old color space settings being lurking around
seq->anim after the changes in color space settings.
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The ultimate goal is to only allow the rasterizer to handle OpenGL and bf_gpu
calls. This commit creates a RAS_ILightObject interface and a RAS_OpenGLLight
implementation.
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This is hardly used, and may be removed later (looks like quad view used by accident).
It could cause the 2d grid to draw with the view at an angle.
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also for SpaceNodeEditorPath
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These types of meshes do not use material caching, and thus only the first created
material would be saved, but subsequent ones were not. Those subsequent materials
were then not being freed. Now we make sure to track all of the materials.
Note: Meshes that cannot make use of material caching (no materials or using face textures)
can still use up a large amount of RAM since a material is created per face.
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MSVC was yelling on me because of unused variable.
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Needed for some own tests.
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Fixes T39423: Blender crashes on iv41 encoded videos in thumbnail display mode
Libraries are still being committed to the svn, so compilation might be broken
for a while. Sorry for this, but can't really be avoided.
Also, some typos in scons are possible.
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Initialize the nodetree first, like paint stroke does.
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use_modifier_stack enabled
Issue here is complex (Of course, this is particles!)
First issue is that use_modifier_stack will use the num parameter of the
particles instead of num_dmcache, something the brush code did not
account for at all. Now correctly set DMCACHE_ISCHILD in that case.
Second issue is that make_derived_deform will return a mesh with less
indices than the particle system derived mesh. This would mean that
subsequent sampling of the particle derived mesh to initialize the
particles woould also produce garbage. This was being done for
optimization but in that case it broke the system.
Reviewers: lukastoenne
Differential Revision: https://developer.blender.org/D429
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is currently still disabled.
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"Vertex Group::"
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do not use different stroke property names for different paint systems.
This was done due to different stroke sets being supported for each
system, but this lead to trouble if we changed the names (due to
different stroke sets being supported) and users created custom keymaps
with the old property name saved.
The first part of this fix addresses master. A similar commit will be
done to soc-2013-paint.
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