Age | Commit message (Collapse) | Author |
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zoom
Yes, again.
There's some t within which reset is not allowed. This is so no reset happens
too often for performance issues. If camera changes too often, some reset could
be missed because of this timeout.
For now tag engine for update, which will update viewport from blender side.
Proper solution could be to detect such a changes from blender side and tag
cycles for refresh instead of trying to detect changes form cycles, but that's
for later.
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values were breaking the bounding box computation, now they should have no influence.
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* Compile fix when building without OSL.
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properly,
causing memory to increase continuously during animation render.
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importance sampleing.
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binary,
and vice versa.
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sync with intended zoom
Didn't initially notice one possibility when GPU render would fail here,
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switched,
pointed out by Chad Fraleigh.
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intended zoom
Made sure no pause_cond.wait() happens at the same time as session as resetting.
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there seems to be some sort of compiler bug in CUDA toolkit 4.2, uninlining a
few functions seems to avoid it.
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types don't get messed up either. (Relating previous fire fixes)
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names, there were too many and mixed in with the classes namespace.
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from Viktoria S. (viktorias)
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instead it had value 10000.
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a mesh. (OBJ export no longer needs, so save some CPU cycles and skip tessellation)
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* Enable Lamp MIS again, it works on a GTX 570 (which is sm_20) with latest SVN. Tested by vitos1k in IRC:.
Feedback from GTX 580 users would be appreciated on this.
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Reported by "aquo" on IRC.
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Stupid oversight, don't use floats for indices.
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Before 1 was no damping, which is inconsistent with the rest of the
simulation.
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film panel.
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which makes it impossible to toggle from fullscreen to windowed mode
when startup.blend is saved in fullscreen mode.
Reshuffled checks a bit, which is actually makes sense, will investigate
which change caused regression since 2.65a tomorrow.
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Issue was caused by rare cases when camera move happens just after
last sample was finished, this would lead to missing delay reset
because render cycle will go to pause_cond.wait(). No reset will
happen at this point because of some kind of optimization which
checks whether camera is tagged for update and wouldn't do reset
in this case.
Talked to Brecht and seems this optimization is not actually needed
and removing it will solve issue with frozen preview.
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render thread,
and rename ToggleRender to set_resolution to follow RNA conventions.
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after
recent fix.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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* Some more variable cleanup for old texture output.
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'NoneType' object has no attribute 'texture_mapping'
* Issue was caused by a remaining part from the "OUTPUT_TEXTURE" node UI code, from the original Cycles branch.
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without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
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* Fix for r53689, there are two noise types, signed and unsigned.
Caused Musgrave Texture to render differently compared to SVM backend.
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update to the ubuntu workaround from Shinsuke Irie.
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integrator
with > 1 samples for a lamp.
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triangle primitives
When using triangle primitives this fix enables 'closed tip'.
UVs and vertex colours are added when using triangle primitives for hair.
Two new preset modes have also been included to allow easy access to curves and triangle planes.
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