Age | Commit message (Collapse) | Author |
|
|
|
This does not include all the struct and type renaming. Only files were
renamed.
gwn_batch.c/h was fusioned with GPU_batch.c/h
gwn_immediate.c/h was fusioned with GPU_immediate.c/h
gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
|
|
|
|
|
|
|
|
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
|
|
So all shading settings are in this struct and can be reused in the OpenGL
render engine.
|
|
|
|
|
|
|
|
|
|
metadata loading code was assuming all videos in Blender were from
FFMPEG... added empty place-holders for other types too, we probably
could load some metadata from pictures or AVI files too!
|
|
The Properties->World tab had no Viewport Display panel. The world color
itself was hidden when the 'use_node_tree' was enabled.
Also renamed the World.horizon_color to World.color as it has nothing to
do with the color of the horizon (old BI feature)
|
|
See D3532
|
|
Closes D3547
|
|
|
|
Spotted in a live stream by Emilton Mendoza, thanks!
|
|
versionning code would unref those twice... Reported by @ßergey on IRC, thanks!
|
|
|
|
|
|
There was an issue that caused the cascaded shadow map to appear glitchy
when the lamp was not at the origin.
|
|
|
|
|
|
This does not fix the smokesim. It only port the drawing method.
The Object mode engine is in charge of rendering the velocity debugging.
Things left to do:
- Flame rendering.
- Color Ramp coloring of volume data.
- View facing slicing (for now it's only doing sampling starting from the
volume bounds which gives a squarish look)
- Add option to enable dithering (currently on by default.
|
|
|
|
|
|
So far only noticed system de-initialization doesn't perform full
object free. So rather harmless but yet stupid.
|
|
|
|
Some sort of rudiment from many years ago, is never set by 2.5x code.
|
|
|
|
|
|
|
|
Also use unsigned short for loop index within a polygon for UV vertex
mapping, which matches UV element mapping.
|
|
|
|
ddee0931b868 added PROP_RAW_BOOLEAN case for foreach_set, but missed
foreach_get
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3534
|
|
quaternion
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3487
|
|
|
|
|
|
Only fixes compilation error, the functionality will be limited.
Currently we don't care that much, since all the work is done in
the branch anyway.
Later on when we'll know which fixes we need to apply on top of
latest OpenSubdiv library we will call a library upgrade.
|
|
|
|
|
|
Converter only defines topology, not coordinates or (face)varying data.
|
|
Main goal is to make API simpler to follow (at least ion terms what
is defined/declared where, as opposite of handful big headers which
includes all the declarations), and also avoid a big set of long and
obscure functions.
Now C-API files are split into smaller ones, following OpenSubdiv
behavior more closely, and also function pointers in structures
used a lot more, which shortens functions names,
UV integration part in GL Mesh is mainly stripped away, it needs
to be done differently. On a related topic, UV coordinates API in
converter needs to be removed as well, we do not need coordinates,
only island connectivity information there.
Additional changes:
- Varying interpolation in evaluator API are temporarily disabled,
need to extend API somewhere (probably, evaluator's API) to inform
layout information of vertex data (whether it contains varying
data, width, stride and such).
- Evaluator now can interpolate face-varying data.
Only works for adaptive refiner, since some issues in OpenSubdiv
itself.
Planned changes:
- Remove uv coordinates from TopologyConverter.
- Support evaluation of patches (as opposite to individual coordinates
as it happens currently).
- Support more flexible layout of varying and face-varying data.
It is stupid to assume varying is 3 floats and face-varying 2 floats.
- Support of second order derivatives.
- Everything else what i'm missing in this list.
|
|
|
|
|
|
|
|
Thanks to @sergey for review
|
|
|
|
Simplify the default navigation gizmo.
See: T54723
|
|
|