Age | Commit message (Collapse) | Author |
|
This is known to be inefficient, use a second write call instead.
|
|
This change modifies the multi-device implementation to support memory distribution
across devices, to reduce the overall memory footprint of large scenes and allow scenes to
fit entirely into combined GPU memory that previously had to fall back to host memory.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7426
|
|
This adds a new `CPPType` that encapsulates information about how to handle
instances of a specific data type. This is necessary for the function evaluation
system, which will be used to evaluate most of the particle node trees.
Furthermore, this adds an `IndexMask` class which offers a surprisingly useful
abstraction over an array containing unsigned integers. It makes two assumptions
about the underlying integer array:
* The integers are in ascending order.
* There are no duplicates.
`IndexMask` will be used to "select" certain particles that will be
processed in a data-oriented way. Sometimes, operations don't have to
be applied to all particles, but only some, those that are in the indexed by
the `IndexMask`. The two limitations imposed by an `IndexMask` allow for
better performance.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7957
|
|
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7958
|
|
The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.
The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.
This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.
`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7836
|
|
Accessed `RegionView3D` data from context, which of course would only be set if
actually executed from a main 3D View region.
|
|
now that we stick to some outdated py version, some distro (like current
debian testing) will feature several python3 dev package, but other
dependant libs like numpy are only built against current default version
of python (3.8 now in deb testing)...
In order to be able to use distro packages we need to allow using higher
versions of python, and set relevant CMake option accordingly.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
I forgot to remove the "_access" suffix in a previous rename.
|
|
We limit this fix to Windows Intel GPU whose driver reports at most GL 4.4
support. This limits the fix to the range of reported GPU.
|
|
This reverts commit f50222ba2e3e4aa461c23b4f0b3f3382a9e0632c.
|
|
|
|
This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.
This fix T77453 Image texture not repeating in viewport
|
|
current frame
Previously, the first frame was displayed from frame 0, but now, the first frame is only displayed when the current frame is equal or greater than the keyframe number.
The previous system was logical when the grease pencil was not an object, but now it seems more logical to display the keyframe if the current frame is equal to or greater than the keyframe number.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7851
|
|
|
|
|
|
Because this controls how the amount is used in should be set first and
is more important therefor place it at the top.
This is also consistent with other areas in Blender
|
|
This makes the UI consitent with the weight edit modifier
|
|
|
|
|
|
|
|
Previously the operator buttons were disabled in every mode but
edit mode and sculpt mode.
|
|
This wa snot working since the new scale thickness was included.
|
|
If a layer is used for masking, it cannot be filtered by viewlayer because the masked layer needs to have the mask layers in the draw pipeline.
This check is only done in final render.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This is a critical fix that should also be backported to 2.83.1
Fairly stupid bug in fact, code detecting changes across undo steps was
assuming that each BHEAD (a block of data in blendfiles) would not be larger
than one memory chunk... Which is the case in alsmost every situation,
besides some super-heavy geometries, and other similar things (images
would also be affected e.g.).
|