Age | Commit message (Collapse) | Author |
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Currently only summed number of traversal steps and intersections used by the
camera ray intersection pass is implemented, but in the future we will support
more debug passes which would help checking what things makes the scene slow.
Example of such extra passes could be number of bounces, time spent on the
shader tree evaluation and so.
Implementation from the Cycles side is pretty much straightforward, could only
mention here that it's a build-time option disabled by default.
From the blender side it's implemented as a PASS_DEBUG with several subtypes
possible. This way we don't need to create an extra DNA pass type for each of
the debug passes, saving us a bits.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D813
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Gah... Dirty normal flag should be set on *real* final dm, after merge is done. :/
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slot.
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latest CUDA compiler.
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orderwise in sync with finder
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* Function returns a bool, not an uint.
* Remove GPU ifdefs, this is CPU only due to malloc / qsort.
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Reported through mail by Jefferson Rausseo, thanks!
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comments.
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Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
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Array with rotation and a central pivot would fail.
Thanks to Bastien Montagne for the initial fix.
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This functions are orders of magnitude more accurate than the old ones,
and they're around the same complexity to compute.
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Grab and Snake hook brushes now support strength. To keep compatibility
with older brushes, this commit also sets strength to 1.0 for those
brushes.
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This way there's much less cross-references between objects and meshes
device update functions.
The only thing remained s the object bounds calculation which is needed
by bvh update. This could also be decoupled, but it's not that crucial
yet because its's how it used to be for ages now.
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normals or no.
Thanks Campbell for the headup!
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Wireframe modifier needs valid normals, let's ensure that!
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This adds an AABB collision check for objects with volumes and if there's a
collision detected then the object will have SD_OBJECT_INTERSECTS_VOLUME flag.
This solves a speed regression introduced by the fix for T39823 by skipping
volume stack update in cases no volumes intersects the current SSS object.
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This means it's no longer needed to enable experimental feature set in order to
have proper camera in volume support. And this also means if there's something
wrong going on, or if there's speed regression for cases when camera is obviously
not in the volume -- this issues are to be reported and handled in the regular
matter.
Happy blending!
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The idea is to only count intersections with objects which has volumetric shader
and ignore all other objects.
This is probably as fast as we can go without involving some forth level magic.
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also correct buffer type
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This is to be in the final release.
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Now we do much better preliminary check for panoramic camera is inside the
volume object boundings.
Also we're now cacheing the has_volume in the mesh, which makes it unneeded
iterations for each object's shaders.
Should be no functional changes, just faster sync and panoramic-in-volume
rendering.
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calc_manipulator_stats is only used in manipulator (and soon will only
use the context for such queries)
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Using matcap with a displist is not really good thing to try
and it's actually a regression since we've enabled matcaps
for all objects instead of just an active one.
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This fix is for the final 2.72 release.
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initialized in-lined
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The issue was caused by the fact that we never used to store the
generated image color in DNA, so image reload will loose this
information.
Now we store the color in DNA, making ti so re-loading the image
will preserve it's generated color.
It is now also possible to change generated image color using the
color swatch in image properties after the image was created.
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This should be included in final release build.
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