Age | Commit message (Collapse) | Author |
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The ones in extern/glew-es have been changed to NOTE instead of XXX
GHOST_ContextEGL.cpp: It really does seem that it is not possible to query the swap interval using EGL
GHOST_WidnowCocoa.h: The comment referring to Carbon is clearly out of date, so I removed it.
math_geom.c: The node about not using tmax again is correct, but the code is kept for a future maintainer who will need to know how to compute it if they modify that code.
paint_image_proj.c (2698): The question about integer truncation does not appear to have been resolved. It still seems to be an incorrectly implementation of rounding (I'd suggest using the round function instead of this hack).
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The occurance can be controlled in NotificationCenter, todo: move to own function ?
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As it appears we can't really use mitchell filter together with the
current filter importance sampling,
This reverts commit 742911314322e5dae3a07469d0ca53b61427f978.
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It's the same filter which is used by default by Blender Internal renderer
and it gives crispier edges than gaussian filter.
Default filter for Cycles is unchanged because it's unclear if new filter
gives more noise or not. After some further real production tests we can
consider making Mitchell filter default for Cycles as well.
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This way it's easier to extend bitfields and see when we start running
out of free bits.
Plus added brief description of what SD_VOLUME_CUBIC flag means.
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Still need to keep enum definition in sync with the python code,
but the code itself is a bit more clear to understand now.
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It is per-material setting which could be found under the Volume settings
in the material and world context buttons.
There could still be some code-wise improvements, like using variable-size
macro for interp3d instead of having interp3d_ex to which you can pass the
interpolation method.
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This is the first step towards supporting cubic interpolation for voxel
data (such as smoke and fire). It is not epxosed to the interface at all
yet, this is to be done soon after this change.
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(reported on bf-python mailing-list and in my github (!), let's hope in
the future we get more reports in developer.blender.org instead ;))
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That's rather harmless in the master, just could cause some issues with the patches.
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Replace old code for area lamps which was more like incorrect with more correct
one using the following paper as a reference:
Carlos Urena et al.
An Area-Preserving Parametrization for Spherical Rectangles.
https://www.solidangle.com/research/egsr2013_spherical_rectangle.pdf
Implementation is straight from the paper, currently the rectangle constants are
calculated for each of the samples. Ideally we need to pre-calculate them.
Some comparison images are available there
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.73/Cycles
Reviewers: brecht, juicyfruit
Subscribers: dingto, ton
Differential Revision: https://developer.blender.org/D823
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This is so-called GPU limitation boundary hit, told compiler to NOT include
volume bound function, otherwise some real weird things used to happen.
We actually might want to do the same for CPU, inlining everything is not
the way to get fastest code.
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Explicitly disable SSE kernels in Cycles when this option is used.
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This should hopefully fix https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=765187
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New IDE did not take over my former setting for preferring tabs
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This basically fixes mix of size_t and uintptr_t usages which might be different size.
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Quite annoying, the same thing we do from the blender side, But as a positive
side we can get rid of some utf8/utf16 conversions.
Hopefully it all work fine now, at leats works on mu russki windoze laptop.
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respondsToSelector to simplify the whole detection
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to C89 style to prevent jumping over constructors
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Fix T42174.
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comments and also in OSL.
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implicit double to float conversion).
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Also reduce number of branching and multiplications a bit by inlining the branches.
This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
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make sure the window states are correct in the lion_fs animation phase.
This also assures the CTX_wm_window(C) is okay.
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This gives more precise information about memory usage which might be real handy
when doing memory optimization.
It works good here for as long as i can tell but if for some reason you'll be
experiencing some weird slowdown please let me know.
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Not as if it gives noticeable changes render-time, but it's just weird to
convert float4 to float 3 to just access individual x/y/z components.
Plus some compilers might be more stupid than GCC and don't optimize this
out well.
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We queried the wrong value when looking for the bound 2D texture. This
is not totally robust because currently bound texture may not be a 2D
one, but this should work for now.
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include the parens around value before cast,
in some cases was causing double/float promotion by only casting the left value.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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corner and blend is 0
After discussion with cambo here we decided it's better to choose arbitrary side of the box
(in this case it's X-axis) and use image from it. That's better than doing a blackness.
P.S. This is literally a corner case anyway.
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