Age | Commit message (Collapse) | Author |
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* Code cleanup, remove unused "resolution" variable from the DeviceTask class, was never used.
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* Use is_zero(a) rather than dot(a, a) == 0, saves some calculations.
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documentation for possible solutions.
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Another issue with the recent Ghost changes here. For some reason key up events
are not coming through when the command key is pressed. I can't figure out why,
for now just always handle them, still fixes the original bug.
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Fix GetWindowsLon and SetWindowsLong issues with VS2012 and Windows 8.
Remove unneeded #ifdef block for GWL_WNDPROC and GWL_USERDATA
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* Fix compile error, when building with __KERNEL_SSE__
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interact better with system shortcuts.
This is a special shortcut for switching between views and does not get
delivered directly to our view when we pass it through the application key
event handling path. We only have a single OpenGL view, so there's no need to
pass it on to the application, instead just interpret it directly.
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* Avoid one unneeded division by 1.0f and save one variable assignment.
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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also add asserts for listbase functions when the list is NULL, and use noreturn attribute for jpeg_error.
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sure to avoid invalid memory access.
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insert text in the text editor and do the associated operation like minimizing the
window or switching windows.
The code was always doing both without trying to ensure only one is done. Now we
integrate a bit better with the event handling and pass the event to NSApp, which
then decides to handle the event itself or pass it on to the window, from where
we then send it back to be handled.
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* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
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displacement
distance, and an Invert option to invert the bump effect.
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access.
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rendering
of hair and surfaces, similar to blender internal options.
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* Change some more if / else if conditions to switch / case.
* Avoid an unneeded variable casting in phong_ramp closure.
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Problem was that due to group proxy node the anisotropic node did not detect
early enough that it needs generated texture coordinate data to generate the
tangent. Now the proxy nodes are removed earlier.
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* Remove old comment for sm_13 cards and really check for OpenCL 1.1.
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* Change some if / else if conditions to switch / case.
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* Avoid some variable castings here to save some calculations.
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* Remove unused film_response table code.
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* Remove custom template from r52885, not needed anymore as OSL 1.3 is a requirement and we do not use a custom branch anymore.
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for Apple OpenCL on OS X 10.8 and simple AO render.
Also environment variable CYCLES_OPENCL_TEST can now be set to CPU, GPU,
ACCELERATOR, DEFAULT or ALL values to test particuler devices.
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give results that were either too weak or too strong, this makes it give more
predictable results. The downside is that it breaks backwards compatibility but
the previous behavior was almost broken.
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* Code refactor of tile ordering to simplify the code and avoid some branching.
* Changed the Center method, so it really follows center -> corners, instead of the BI method, which was confusing sometimes.
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fullscreen bug fixes.
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* Enable hair rendering on the GPU.
Patch by Stuart Broadfoot, with small tweaks by me, to only enable it on sm_20 and above.
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the Bump node has a Normal input, so you can chain it after a Normal Map node.
Note that normal mapping always has to be done first because it is tied to the
particular mesh surface and tangents.
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since guardedalloc confuses them.
The option cases a warning on build, since its ownly for experimental
use.
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This is mainly happening when there's no jack installed
in the system and no reason to cause general panic
messages in the terminal about this.
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fullscreen option. It was possible to enable both at the same time which got
you stuck in a state where it was impossible to exit fullscreen. Now I've made
them mutually exlusive, only one can be enabled at the same time.
Note the reason we need to support both is because the new Lion fullscreen does
not work with multiple monitors, it will just give black screens on the other
monitors. This is a limitation of OS X, you can find many complaints about this
online.
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meshes.
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ray differentials for lighting, which could cause bad texture filtering
artifacts or performance.
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importance sampling + OSL.
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after a bugfix for precision issues with low roughness. Now it renders them as
perfectly sharp which avoids the problematic calculations rather than increasing
the roughness.
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initializing the data_type variable for shader sockets and so tried to set a non-existing float RNA property, leading to failed assert.
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Patch #35019, #35131 and #35152 by Jurgen Herrmann.
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* Fast math compiler flag was set for Cycles, but not OSL.
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Also extend 3DLUT edge size to 64 (1 meg of memory) to increase
transform accuracy as well.
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use "texture" as prop name, but at least WeightVG modifiers do not.
Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script.
Thanks to Brecht for its advice!
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Previous GLSL code had error, the if() statement had to be negated.
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Previous version worked, now a version with simplifying this GLSL code.
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