Age | Commit message (Collapse) | Author |
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Campbell for the help!
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With this setting, we can limit the influence of a lamp to a certain amount of bounces.
0 = Only direct light contribution
1 = 1 light bounce
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Differential revision: https://developer.blender.org/D860
You can find an example render in the release logs: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
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and pose for depsgraph.
Otherwise the update order can be incorrect until the next sort is
executed.
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also prevent assert with zero normal
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in practice often we want to breakpoint here (instead of flooding output)
but its confusing the option does nothing in release builds.
Devs can comment out locally.
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* The `NODE_OT_parent_clear` operator has been removed. This was a very
simplistic operator that detached every selected node, which is not very
useful in case of hierarchical frames. The `NODE_OT_detach` operator
only detaches the top parent nodes in the selection, keeping the
hierarchy of selected nodes intact.
* The `ALT+P` shortcut has been reassigned to the `NODE_OT_detach`
operator which replaces the previous `NODE_OT_clear` mapping with
similar behavior (also gives a menu entry shortcut now).
* Shortcuts for `NODE_OT_detach_translate_attach` have been removed, due
to crowded and messy keymap and unintuitive shortcut `ALT+F`. This macro
operator is still registered, in case hardcore users want to make their
own keymaps, but not mapped by default. Node keymaps may need some
redesign in the future for these things.
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Should be no functional changes, just much less cryptic code.
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Intersection code already ignores objects without volume closure so checking it
afterwards is not needed.
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The issue was caused by missing current object instance initialization after
object was ignored for instance push.
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Use FSAA settings only if current render engine is BI or GE/
That's for until we'll support FSAA in Cycles or other render engines.
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shader nodes (Blender Render)
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.
Called the GPU function clamp_val which can handle float and vec3.
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From quich search didn't see where the flags are used apart from
RNA currently, but i might have missed something.
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That code was mainly needed for the transition period, now we've
got all platforms updated to new OSL.
Plus there are some crucial fixes baking in the current upstream
sources which we'll need to have for the next Blender release.
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Even tho it's not 100% clear when we'll switch to OSL-1.6 we'd better
start preparing earlier for this, so we don't spend time on this later.
Plus this code helps troubleshooting some OSL issues, which requires
testing with latest versions of OSL.
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CustomData_duplicate_referenced_layer_n not used in master currently, but need it
in mesh tranfer branch.
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It now supports different scheduling schemas: dynamic and static.
Static one is the default and it splits work into equal number of
range iterations.
Dynamic one allocates chunks of 32 iterations which then being
dynamically send to a thread which is currently idling.
This gives slightly better performance. Still some tricks are
possible to have. For example we can use some smarter static scheduling
when one thread might steal tasks from another threads when it runs
out of work to be done.
Also removed unneeded spin lock in the mesh deform evaluation,
on the first glance it seemed to be a reduction involved here but
int fact threads are just adding value to the original vertex
coordinates. No write access to the same element of vertexCos
happens from separate threads.
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Ghost depends on glew-mx, so glew-mx should be passed to linker after the ghost.
We're also using spaces for indentation in python, including scons rules.
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Spotted by sybrenstuvel (Sybren Stüvel), thanks!
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Also add:
- generic callback for bmesh elements.
- ability to pass an existing array to a bmesh operator.
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Mostly harmless things, though the 'multires' error was a real bug.
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Seems like a copy paste error.
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No need to run lookup on the origindex in this case at all.
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In cases when the subsurf modifier is the last in the stack and there
are only deformation modifiers before it we can skip doing full orig
vertex lookup.
This is rather common situation here in animatic.
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The issue was caused by GLEW MX enabled in SCons by default so
basically previous commit already fixed the crash. But we need
to be safe here.
For now the fix is simple and not that clean, just check if
there's an OpenGL context available and if not we don't do any
GLSL magic.
This is to be cleaned up after some discussion with the viewport
project guys.
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