Age | Commit message (Collapse) | Author |
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Needed for 2.8x, harmless here.
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Needed for 2.8x, harmless here.
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When selecting an object which is already visible in another window
use the mode from that workspace without performing any mode switching.
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When changing the mode of an object, apply this to all other
workspaces that share the same active object.
Also use copy the object-mode when duplicating workspaces.
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Some Linux distribution have only libcuda.so.1, not libcuda.so.
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Was caused by GPU_SELECT_LOAD_IF_PICKSEL_LIST not iterating at all if shgroup->instance_count == 0.
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Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
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Refactor include:
- Removal of DRWInterface. (was useless)
- Split DRWCallHeader into a new struct DRWCallState that will be reused in the future.
- Use BLI_link_utils for APPEND/PREPEND.
- Creation of the new DRWManager struct type. This will enable us to create more than one manager in the future.
- Removal of some dead code.
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Also use var names not likely to be shadowed.
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This still does not make point density to work in Cycles, but at least it pass
the depsgraph down the line.
Note this was working fine before the depsgraph/render refactor to pass
evaluated depsgraph to the engines.
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Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
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User notes
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Compositing, rendering of multi-layers in Eevee should be fully working now.
Development notes
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Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.
Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.
At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame. So I got rid of most of the partial
update calls we had during the render pipeline.
Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3073
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conflict in it. Deleting as its no longer needed
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fix. The matrixdata import is now only doing a matrix decompose and then pplies the decomposed values to 3 trans-, 3 scale- and 4 rot-curves)
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exporter
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better reading
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optimization. Disable export by default, user can still enable on demand
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-Make the view and object dependant matrices calculation isolated and separated, avoiding non-needed calculation.
-Adding a per drawcall matrix cache so that we can precompute these in advance in the future.
-Replaced integer uniform location of only view dependant builtins by DRWUniforms that are only updated once per shgroup.
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This avoids having non null entries in shaderface->builtin_uniforms and a redundant check.
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Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.
Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
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Apparently MSVC 2013 has trouble with stuff that's been declared
"static thread_local" (and/or maybe even the "thread_local" keyword).
https://stackoverflow.com/questions/29399494/what-is-the-current-state-of-support-for-thread-local-across-platforms
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Was in fact causing issues on macOS, something to do with
a destructor.
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Avoids implicit cast of float to int.
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Would run twice, harmless at the moment but could cause issues later.
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