Age | Commit message (Collapse) | Author |
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This case was handled specially in writeffmpeg.c and seems it makes
audio export happy in all cases now.
TODO: libav-10 doesn't work with AC3 codec yet because this bloody
library ONLY supports FLTP format and FFmpeg ONLY supports FLT.
This is not fun guy, it really isn't! Where's your conscience??
CC: nexyon
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Issue was caused by the way how audio output works from audaspace.
Now made it much closer to what's happening in ffmpeg.c and writeffmpeg.c.
Also fixed issues with incompatible combinations of codecs and formats
in mixdown settings.
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Thanks to Thomas for spotting this.
Differential Revision: https://developer.blender.org/D370
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MSVC 2008 ignores alignement attribute when assigning from unaligned
float4 vector, returned from other function. Now Cycles uses unaligned
loads instead of casts for win32 in x86 mode.
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std::exception message
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concern raised by lukas_t (rBef73d547cc7c663ad180721094c81b3c81482ac3)
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particle systems.
Problem is that the particle systems in the cycles database are not
stored in a well-defined order. This means the particle_id for dupli
objects can not simply be assigned using a global running index during
sync.
Now the particle index is assigned locally for each particle system.
When transferring particle data to the device as a single texture, the
particle indices are offset based on the final order of particle systems
in the database.
Reviewers: brecht
Reviewed By: brecht
CC: Andreas80
Differential Revision: https://developer.blender.org/D352
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For AVX support we need to check both OS support and CPU support.
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to 100% match the OSL data type.
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If you have a Maxwell GPU and want to test, you have to use the CUDA Toolkit 6.0(RC) and enable sm_50 in scons/cmake.
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reader.
To make a generic OSL shader connectable to other nodes, the parameters
must be declared via "input" and "output" child elements:
<osl_shader name="tex" src="./osl/stripes.osl">
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
`name` must be the same as the OSL shader parameter name.
`type` must be one of float, int, color, vector, point, normal, closure,
string (matching cycles socket types)
Beyond this the OSL script nodes then work just like all other nodes.
OSL parameter sockets can be connected to other cycles nodes:
<connect from="checker color" to="tex Stripes" />
<connect from="tex ColorOut" to="floor_closure color" />
They can set default values for the input sockets by attributes of the
main node element:
<osl_shader name="tex" src="./osl/stripes.osl" Stripes="3" >
<input name="Stripes" type="int" />
<output name="ColorOut" type="color" />
</osl_shader>
This system of specifying custom attributes should probably be changed,
since it can easily create name conflicts and arbitrarily long elements.
But that is a different issue to be solved for all nodes in general.
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It's unclear what kind of impact they have on performance at the moment, so I
rather play it safe and postpone this for 2.71.
Ref T38679, Ref T38712
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- moved assumed location of omp lib to blender libs
- prepared libiomp5 to link out of the box with cmake
- changed according in scons
- introduced a local var C_VENDOR, cause Apple clang 3.4 may not include omp support yet
- added a linklibs for msgfmt ( may not be needed for other than OSX )
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Cycles GPU Performance Regression
From my testing this (what i should have done in the first place) reduces the regression a lot.
Lets hope it is enough or we have to go back to busy waiting.
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fixes ‘friend declaration specifying a default argument must be a definition’,
based on information from here:
http://www.orocos.org/forum/rtt/rtt-dev/bug-1053-new-compile-error-clang-34-patch-attached
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* P key, pauses the render
* W/A/S/D for camera movement
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window size or using --width --height overwrites.
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This adds an option in the Volume Sampling panel, which helps rendering lamps
inside or near volumes with less noise. It can also increase noise though and
needs improvements to support MIS and heterogeneous volumes, but since it's
useful in some cases already (especially world volumes) it's there now.
Based on the code in the old branch by Stuart, with modifications by Thomas
and Brecht.
Differential Revision: https://developer.blender.org/D291
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changes/movement.
Also some code and whitespace cleanup.
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mouse key.
ToDo: Add controls for forward/backward movement.
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Should be almost complete now, apart from Ramp Nodes (Color Ramp, RGB Curves...).
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Goal of this commit is to support NGons for boolean modifier
(currently mesh is being tessellated before performing boolean
operation) and also solve the limitation of loosing edge custom
data layers after boolean operation is performed.
Main idea is to make it so boolean modifier uses Carve library
directly via it's C-API, avoiding BSP intermediate level which
was doubling amount of memory needed for the operation and which
also used quite reasonable amount of overhead time.
Perhaps memory usage and CPU usage are the same after all the
features are implemented but we've got support now:
- ORIGINDEX for all the geometry
- Interpolation of edge custom data (seams, crease)
- NGons support
Triangulation rule is changed now as well, so now non-flat
polygons are not being merged back after Carve work. This is
so because it's not so trivial to support for NGons and
having different behavior for quads and NGons is even more
creepy.
Reviewers: lukastoenne, campbellbarton
Differential Revision: https://developer.blender.org/D274
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render).
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It wasn't working together well with the python thread state changes after the
depsgraph multithreading.
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Gives 6.5% speedup for hair.blend from testsuite.
This commit was previously reverted, but should work ok now. Patch by Sv. Lockal.
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Also avoid some conditionals.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D310
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