Age | Commit message (Collapse) | Author |
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Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198
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This avoids the need to use Mesh-specific functions, and makes allocation
and freeing easy oneliners.
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Those should be used in priority when you need to create either a new
datablock in Main, or a new temp one. Lower level BKE_libblock_...
should only be used when you need a very specific, uncommon behavior.
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with epsilon equal to the value of ray_radius.
This is the desirable behavior.
It also removes one more use of `bvhtree_from_mesh_looptri`.
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bvhtree_from_mesh_get`.
The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
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prevent corners errors in raycast.
Using FLT_EPSILON can fail with large coordinate values.
This commit also avoids storing bvhtrees with different settings in BVHCache.
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Seems to be only related on linked nature of particles.
This is caused by some conflicting optimization done for viewport, which
does not do particles re-calculation if they do not depend on time
(which is crucial for big layout scene grass fields) and particle render
setting switch which was relying on fact that render pipeline will do
particle update via time dependency.
Now we extent an old workaround for invisible objects, which now also
deals with particles in the same way as old dependency graph was dealing
with this: tag object data for update if there is particle system.
There shouldn't be any speed difference between old and new depsgraph,
since tagging was already needed and was happening.
In Blender 2.8 such things should be easier to deal with since the whole
depsgraph is to be evaluated for render engine anyway.
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Was passing non-normalized axis to angle_on_axis.
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Useful for logging properties passed to operators.
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This will help us have more control over bvhtrees that are cached.
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Interpolated` and `Ray Radius` other than 0.0.
`MREMAP_RAYCAST_APPROXIMATE_BVHEPSILON(ray_radius)` greatly increased the radius making for example that 0.1 becoming 1.5
Now the result is much more predictable.
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This bvhtree is only used for raycast. Currently the raycast does not benefit from general hull.
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This bvhtree is only used for raycast and find_nearest which currently do not benefit from general hull.
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Code for side normals isn't executing at the moment,
so not essential, but better correct it.
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This will allow greater control of the bvhtrees that are obtained, and helps identify problems.
It is also an additional step to unify the functions.
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* Remove the "sync_mode" dropdown from timeline header, and move it into
the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
Playback menu. These were supposed to be mutually exclusive (or else,
the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
THere doesn't seem to be any valid reason for these to exist?
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Flip logic for the flag avoids versioning code.
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Was wrong paint structure deducted from context.
Test plan:
With default cube, go to sculpt mode, switch to grab brush
and try to sculpt.
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Usefull to see if the view frustum is totally behind a plane.
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