Age | Commit message (Collapse) | Author |
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Useless change in fact, sorry for the noise.
This reverts commit b08473680e141ab6f28f99fc3b1dbbc4add89bed.
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loading in Blender.
Issue here is that for Blender, any pass which name starts with 'Diffuse' is considered
a diffuse pass - and it does not really support several passes of the same type in renderresult.
So for now, passtype_from_name() is now checking whether a pass of same type already exists
in render layers, and return 0 (uknown passtype) in this case.
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Around ~10% improvement in own tests.
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saved in Edit mode.
In that case, surface modifier won't run (until surface object goes back to Object mode),
and its bvhtree remains NULL.
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This reverts commit d5e0e681cea846facb4f2777921f6612be3ee193.
Tsk, these functions return false on a match.
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Some adjustments to how bevel edge 'profiles' are adjusted in some
cases. For the bug fix, wanted to handle cases of middle of three
coplanar beveled cases to make profile curve rather than linear
interpolate.
Also undid an earlier decision to make profile plane be perpendicular
to beveled edge i the non-coplanar case.
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Code intended to create only one pool by default here, but code in `mempool_maxchunks()` would make it two.
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init_render_nodetree
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Set the maximum soft-max to 1.0 when its left at FLT_MAX.
Since this causes problems using the slider.
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The current values were arbitrary. I'm keeping them as ui_range, but
internally there is no reason we can't use larger values.
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This also changes freeword to an intptr_t to ensure
not only the first 4 bits of a pointer are tested on 64bit systems.
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Use center of selection when using absolute grid snapping and cursor pivot.
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- add_vertex() can be called from split_vertex() which does not guarantee
to have properly pre-allocate arrays.
- Need to check whether Cycles is compiled with OSL in XML reader.
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Spotted by Campbell, thanks!
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A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
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and 2015
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Some of these values can get quite large and are hard to read, adding this
makes it easy to read them at a glance.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2039
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We had transparent shadows disabled for some time because they were causing
drivers to crash. Can't reproduce that issue anymore with current drivers,
so will enable them and see how it goes.
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Error in 0b5a0d84
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This new test simply inserts and lookup a lot of time on very small ghashes
(most are < 17 items).
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Gives little to no speedup (a few percents at best).
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Gives about 5% speedup in scene with lots of nodes (army_of_clones.blend)
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Although there is a "UI limit", it's necessary to have the hard limit on the
property too. I noticed this bug first hand just now, when, after accidentally
setting the size to 8188 (due to a combination of typos and sluggish UI refresh)
my machine locked up completely when trying to jump to that frame. It got so bad
that I had to do a hard reset to fix it - so, it's possible that even 1000 or 2000
as used now are actually way too large still.
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It was possible to have issues in cases when several child dependencies
goes to IDs with different layers. In this case order of flushing was not
really well defined, which could lead to cases when indirect dependency
via invisible object wouldn't work.
Need some sort of barrier to prevent scheduling of parent nodes for until
all children are done, but that's becoming quite nasty thing to implement.
Added a temp field to component for now. maybe it's not so crazy actually
and we might use it for evaluation as well, so we wouldn't flush updates
to components which does not affect visible stuff.
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This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.
Reviewers: sergey
Projects: #nodes, #opengl_gfx
Differential Revision: https://developer.blender.org/D2036
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Intel cards
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Previously a whole mesh was stored between undo steps,
This commit uses BLI_array_store to de-duplicate memory use between undo steps.
Memory saving depends entirely on kinds of edits performed,
in own tests 5x-15x less memory use is common.
Compacting the memory does give some overhead however its done in a background thread
so its not blocking in most cases.
New behavior and threading can be ifdef'd out to check for regressions.
See D2026 for details.
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Ensure the data is valid once expanded,
and that de-duplication is working as expected.
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This supported in-memory de-duplication,
useful to avoid in-efficient memory use when storing multiple, similar arrays.
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