Age | Commit message (Collapse) | Author |
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This won't give any big speedup,
just avoids redundant sqrtf and may be useful in future.
Differential Revision: https://developer.blender.org/D880
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Move away from using hardcoded ${target} when calling install() in cmake
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Do not allow '1' value here, it's useless.
Thanks to Campbell for suggested solution here!
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Add compile-time check for particular glibc version which fixed the issue.
This makes it so own-compiled blender is the fastest in the world, and the
only issue remains what should we do for release builds.
After some discussion with Campbell we decided to keep it as is for now
because slowdown is not that much noticeable. We'll disable this workaround
for release builds when all the majority of the distros will switch to the
new version of glibc.
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Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.
Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
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Decouple color picker hsv data from the whole block. Basically, each
color picker now takes care of creating its own color picker role. For
this bug report it can be seen that probably HSV is not the best space
for gamma/lift/gain workflow because it is bounded at 1.0 but this is a
separate issue.
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Looks like material node trees are stored directly in the material. The
reason I thought this was fixed was because my test file didn't connect
the lamp data node in the rest of the tree.
Thanks to Campbell for catching this :)
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To ensure there's space for more than a few characters in the rename text fields of the File Browser, we now use a width relative to the column width (for all display modes).
Includes some edits from @campbellbarton - thanks for this!
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in material shading mode.
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This keeps a square shaped selection when using grid topology.
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Orthographic case needs different handling.
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This reverts commit a1578f08dc442b0c64f05a1ab18ef0fd90a9f6e4.
Looks like some workflows benefit from being able to do this
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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
...
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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