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AgeCommit message (Collapse)Author
2015-09-13Cleanup: spellingCampbell Barton
2015-09-10Fix leak in ContextGLXCampbell Barton
2015-09-09Cycles: Attempt to fix 32bit CUDA kernelsSergey Sharybin
2015-09-09OpenSubdiv: More graceful handling of shader compile/linking errorsSergey Sharybin
2015-09-09Cycles: Cleanup, typoSergey Sharybin
Spotted by Campbell, thanks!
2015-09-09Fix T46055: Volume doesn't render when PANORAMIC Camera is inside volume meshSergey Sharybin
2015-09-09Cycles: Limit triangle magnitude check for only GPUSergey Sharybin
Found a way to make AVX2 CPUs happy by reshuffling instructions a bit, so now there's no weird precision errors happening in there. This solves some render speed regressions on CPU, but unfortunately this doesn't help for GPU rendering.
2015-09-09Cycles: Only use ascii in commentsSergey Sharybin
2015-09-08Cleanup: quiet warningsCampbell Barton
2015-09-08Cycles: Support building with latest upstream OSLSergey Sharybin
Only affects standalone part.
2015-09-08Fix T46006: Issue with Equirectangular image rendering in Standalone CyclesSergey Sharybin
Issue was caused by wrong viewplane used for standalone camera.
2015-09-08Cycles: Add missing initialization of fov for prev/next framesSergey Sharybin
2015-09-08Cycles: Correction to integrator's transparent shadowsSergey Sharybin
It was possible that deleting transparent BSDF from shader wouldn't disable transparent shadows in integrator when doing viewport render.
2015-09-08Cycles: Update TODO, camera in volume is supported alreadySergey Sharybin
2015-09-08Fix T46045: Missing viewport update when adding transparent shader to materialSergey Sharybin
2015-09-07Fix T46034: OpenCL kernel compilation error in latest buildbotSergey Sharybin
Simply expanded expression, so no float4->float3 conversion happens.
2015-09-04Cycles: Fix for wrong optimization of bump nodeSergey Sharybin
It can't be simply removed in cases when it's connected to input which is different from Normal. This is because the input wouldn't be connected to default Normal geometry input, possibly breaking shading setup. The fix is not really ideal, but should work at least. This fixes skin having too much glossy reflection in the file from T46013.
2015-09-04Cycles: Fix wrong check for zero-sized trianglesSergey Sharybin
Initial idea was to optimize calculation a bit by skipping calculation of actual triangle edges and use vector from ray origin to triangles. In practice this optimization didn't quite work in cases when origin point is too close to the triangle. Let's do 2.76 with a bit more complicated calculation, still looking into exact reasons why watertight intersections fails in certain cases, but actual fix might bit be ready so soon. This fixes wrong eyes on the lady from T46013.
2015-09-04Fix T45019: Cycles wrong render of motion blur meshSergey Sharybin
The issue was caused by wrong detection whether number of verticies changed or not. Basically, it wasn't working correct in cases when number of verticies is increasing compared to the current frame.
2015-09-04Quiet warningsJulian Eisel
We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
2015-09-03Fix T45937: Cycles hair not rendered if children count set to zeroSergey Sharybin
2015-09-03Cycles: Fix missing packed images with newer versions of OSLSergey Sharybin
This isn't really complete fix, complete fix would require calculating derivatives via OIIO API, but supporting this will either end up with some code duplication or will require some non really safe changes at this release cycle.
2015-09-03Fix T45946: Cycles texture interpolation bugSergey Sharybin
Coordinate clamping was done in the wrong order.
2015-09-03Cycles: Fix nondeterministic pass ordering when using bakerSergey Sharybin
2015-09-03Cycles: Fix for uninitialized closure dataSergey Sharybin
This might confuse closure merger. Spotted by Campbell Barton, thanks!
2015-09-01Cleanup: pep8Campbell Barton
2015-08-31Cycles: Make the max value for World MIS Map Resolution a power of two.Thomas Dinges
Old value likely was a copy / paste error.
2015-08-31Cleanup: Fix some typos in volume code comments.Thomas Dinges
2015-08-30Cycles: Avoid copying objects in some places of BVH buildSergey Sharybin
Gives barely measurable speedup of Spatial Split BVH build.
2015-08-29Audaspace: fix for building with scons.Jörg Müller
Removed duplicated code. CMake so far built only the now removed version and scons tried to build both.
2015-08-28OpenSubdiv: Remove some dead codeSergey Sharybin
2015-08-27OpenSubdiv: Attempt to solve crash on certain GPUs/driversSergey Sharybin
2015-08-27OpenSubdiv: Fix error found by PerfectionCat,Antony Riakiotakis
Use glew, not gl constants to detect presence of extensions. glProgramParameterEXTi is part of GLEW_EXT_geometry_shader4
2015-08-26Fix T45232: Cycles bake artifacts with transparent texturesSergey Sharybin
The issue was caused by uninitialized ray used for composite and AO evaluation. Can;t really think of "proper" ray configuration here, it's all a bit arbitrary but think initializing the ray in a way so we look at the surface in a negative normal direction is much better alternative to uninitialized ray. Open for alternative suggestions tho.
2015-08-26Fix T45909: Garbage output in Viewport with OpenSubdiv device set to GLSL ↵Sergey Sharybin
Compute This isn't a Blender issue and the same bug happens with official OpenSubdiv examples. For until it's either worked around from OpenSubdiv side or fixed in the driver we'll force disable GLSL Compute for AMD hardware.
2015-08-26OpenSubdiv: Fix/workaround bad shading on AMD devicesSergey Sharybin
Uniform block data layout was different on CPU and GPU which caused wrong data being used from shader. In theory using layout(std140) is what we need to do, but for some reason such layout specifier is being ignored. This is probably caused by the way how we exploit extensions from older version of glsl. For until we've upgraded our glsl pipeline used different approach which is basically about removing unused fields form the struct manual in hope that it'll keep memory layout consistent for both CPU and GPU. This seems to work so far for both NVidia GTX580 and AMD FirePro W8000 here in the studio.
2015-08-26OpenSubdiv: Add extra checks whether GPU compute available or notSergey Sharybin
2015-08-25Fix T45904: Cycles bug after recent triangle intersect changesSergey Sharybin
Calculated cross product from wrong vectors by accident.
2015-08-25Fix T45789: Materials with transparency not properly rendered in viewport in ↵Sergey Sharybin
Material Render mode This is a bit tricky one -- ideally viewport should detect whether alpha is used in the shader tree and if so do separate viewport pass for that objects. But in practice it's really tricky to detect whether alpha is affected by shader or not without evaluating the tree for all possible input values. We also can't assume that alpha might always be affected because it'll slow viewport drawing down. For until some smart solution is found simply expose alpha blending mode used by the viewport. It could be found below the Viewport Color settings.
2015-08-25OpenSubdiv: Remove partitioned mesh interfaceSergey Sharybin
It's hopefully no longer needed, at least not needed for as long as single ptex face corresponds to a single patch which should be always correct for uniform subdivisions as far as i know.
2015-08-25OpenSubdiv: Support for multiple materials in solid shading modeSergey Sharybin
Implementation is less optimal compared to non-opensubdiv drawing but it is now as good as we can do it without affecting on how patches are being created by OpenSubdiv.
2015-08-25OpenSubdiv: Better approximation of vertex normalsSergey Sharybin
Use vertex varying data which gives better approximation of normals. Still not ideal but should be closer for higher poly meshes to correct normal. The only way to have proper smooth normals seems to be to implement patch evaluation in tessellation shader, but that's a bit PITA with current GLSL usage in our draw code.
2015-08-24Fix T45778: Objects scaled to 0 cause black artifacts with Static BVHSergey Sharybin
The issue was caused by some numeric instability in triangle intersection which was visible on avx2 CPUs and GPUs (at least sm_20 here) but maybe some others too. Committing rather a workaround for now to be safe for the release, still need some investigation. From tests with grass field from Gooseberry project didn't see measurable slowdown.
2015-08-24Fix T45885: Cycles coordinate extension modes not working as expectedSergey Sharybin
Fix T45769: Image Texture Node clipping bug Simple mistakes in the normalized/pixel-space coordinates handling. Render tests for this feature are coming.
2015-08-24Cycles: Use better policy for primitive array resize for spatial splitSergey Sharybin
Gives around 50% of spatial split BVH build speedup with grass field from cassette player shot from Gooseberry.
2015-08-24Cycles: Implement reseve() for aligned array classSergey Sharybin
The title says it all actually, just support reserving memory in the array class.
2015-08-24Cycles: Speedup of Spatial BVH split codeSergey Sharybin
Avoid memmove() happening on every insert of duplicated node to the references list. Temporary pre-allocated vector is used for new references which is then being inserted into actual array in one go later. Gives around 4x speedup building spatially split BVH for the grass field in the cassette player shot from Gooseberry.
2015-08-24Cycles: Implementation of object reference nodes spatial splitSergey Sharybin
This commit implements object reference node spatial split making it possible to use spatial split for top-level BVH. The code is not in use yet because enabling spatial split on top level BVH is not coming for free and it needs to be investigated if it's worth in terms of improved render times.
2015-08-24Cycles: Make primitive split code easier for re-use by reference splitting ↵Sergey Sharybin
function
2015-08-24Cycles: Move primitive splitting into own functionsSergey Sharybin
This way it's easy to add more reference types allowed for splitting to the BVH reference split function without making this function too much big. This way it's possible to experiment with such features as splitting object instance references. So far should not be any functional changes.