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2016-10-16BLF/OpenGL: more text drawing optimizationMike Erwin
Make color values compact. Set color once per primitive. Use new immSkipAttrib to avoid useless color copies. All of this should make text drawing less CPU hungry.
2016-10-16BLF/OpenGL: accurate vertex count for drawingMike Erwin
We still need to BeginAtMost instead of simple Begin, since some glyphs could be clipped & not drawn.
2016-10-16BLF: make blurry text an optional (disabled) featureMike Erwin
While trying to simplify text drawing, noticed no Blender code uses the blur feature. Hopefully scripts don't use it!
2016-10-14OpenGL: draw text with fewer draw callsMike Erwin
Was one draw call per glyph, now one per line. Still room for improvement here.
2016-10-11BLF/OpenGL: draw text with new immediate modeMike Erwin
Part of T49043
2016-06-08GPU: fix/workaround basic shader font-colorCampbell Barton
All text was displaying black. BLF uses alpha-only textures which aren't supported by the basic-shader, Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
2016-02-19Fix crash drawing fonts at size 1Campbell Barton
2015-12-08OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not ↵Brecht Van Lommel
need it.
2015-12-08OpenGL: use sized texture internal formatsMike Erwin
Maybe this is pedantic but I read it’s best to explicitly set the desired component size. Also append “_ARB” to float texture formats since those need an extension in GL 2.1.
2015-04-20Cleanup: use bool /w flag checksCampbell Barton
2014-12-04Fix T42797: -Werror=sign-conversion Triggered in blf_glyph.cBastien Montagne
Very minor, but since it was reported...
2014-10-10Cleanup: (float)floor -> floorfCampbell Barton
2014-08-14hint checks to re-alloc as unlikelyCampbell Barton
also edit comments for knife tool
2014-07-16BLF: avoid float/int conversion drawing glyphsCampbell Barton
also use UNLIKELY for error cases
2014-01-19Docs: doxygen file descriptions for BLF, GPU and WMCampbell Barton
2014-01-16BLF: Fix for changing the DPI storing many fonts (300+)Campbell Barton
Each dpi value stores its own set of font sizes, so while dragging the dpi value would collect many sizes and never free. Also change how BLF_cache_clear works, it was freeing memory but not the OpenGL textures. Now just free all the cache and GL textures and let drawing allocate them again as needed.
2014-01-16BLF: avoid allocating empty array in blf_glyph_cache_textureCampbell Barton
2014-01-16Fix for BLF using realloc() on guarded-alloced memoryCampbell Barton
2013-09-01move strict compiler checks into a header so its easier to manage in one ↵Campbell Barton
place (pragmas were copied around). also enable more strict warnings for BLF (which had some incorrect casts).
2013-08-27ghash/bli-listbase edits, rename BLI_ghash_pop -> BLI_ghash_popkey (since it ↵Campbell Barton
takes a key as an arg and isnt popping any element from the hash as you might expect). add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
2013-08-11use 'greater/less then or equal to' operators rather then adding 1.Campbell Barton
2013-06-28Fix #35884: crash opening .blend with generated color grid image and preview ↵Brecht Van Lommel
render. Printing text on the color grid image would initialize font glyphs from a thread at the same time as the UI, causing conflicts. The freetype glyph renderer needs to be mutex locked because it uses a shared buffer internally even when rendering for different fonts. Also needed to change the image generate function to use the render monospace font to avoid conflicts in blenfont. What's still weak in the blenfont API is that there is no distinction between a font and a thread using that font to render with some particular size, style, etc.
2013-06-07text rendering: shadow offset was causing text to clip, now check for ↵Campbell Barton
clipping without the shadow since not-drawing characters because of subtle effect is rather annoying.
2013-05-12quiet sign conversion warnings and reduce sign conversion for BLI_string, ↵Campbell Barton
and BLF.
2013-04-29don't use GPU_extensions for BLF, its not initialized when using the ↵Campbell Barton
blender-playanim and not really needed. this reverts part of 55995
2013-04-12Add function to query maximum texture size. Also, make texture uploadAntony Riakiotakis
functions aware of this limit.
2013-01-23UI todo:Ton Roosendaal
Added "Panel Title" style to Theme settings. Allows to make these nice larger or draw differently. Also tried to put hinting in Style, but this needs to be a per-font setting. uiFont data is still not being saved (also not allowing to set own font files for UI). That's a todo for 267 then.
2013-01-08use guarded malloc for blf textureCampbell Barton
2013-01-04code cleanup, also remove glError check in font drawing code since its now a ↵Campbell Barton
debug option.
2013-01-03fix for bug rendering text at small sizes, padding was incorrectly being ↵Campbell Barton
applied to the characters y offset causing out of bounds pixels to be requested from glTexSubImage2D(). also clamp width, height of the character bitmap to the bitmap bounds since this can still happen for very small text (2-3 pixels high).
2012-09-15code cleanup: replace macro for BLI_rect size/center with inline functions.Campbell Barton
2012-08-23code cleanup: rename BLI_in_rctf() --> BLI_rctf_isect_pt(), to conform with ↵Campbell Barton
our naming convention.
2012-08-21code cleanup: includes and correction for macroCampbell Barton
2012-08-20macros for rectangle center and sizeCampbell Barton
2012-05-11style cleanup: whitespaceCampbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-12Style cleanup in blenfont (spaces, C++ comments, etc.).Bastien Montagne
2012-02-10reverting commit [43876] Fix for aliased fonts in the game engineDalai Felinto
2012-02-04Code Cleanup: avoid double promotion.Campbell Barton
2012-02-04Fix for aliased fonts in the game engine.Alex Fraser
- Mipmaps are generated in BLF when drawing text in-game. In that case, padding around each glyph is increased to prevent bleeding. - Texture filtering is turned on for in-game text. - All glyphs are now "twisted": the leading edge is brought a small distance forward, to prevent z-fighting in overlapping (kerned) glyphs. This happens both in the game engine and the rest of the UI, but should have no effect in the UI due to Z-compression in the clipping matrix. Reviewed and approved by bdiego; see patch [#29882] in the tracker. Tested by dfelinto.
2012-01-06Move glTexEnvi to draw__start/draw__end.Diego Borghetti
As Campbell point, this is to avoid call glGet/glTexEnvi on each character.
2012-01-03Fix:Diego Borghetti
[#25834] no color of textobjects in game engine when combined with textured objects [#26893] Curruption of displayed text (debug properties/fps info or bgui) when using animated/tile uv mode The first bug was beacuse a bad mode on the texture environment, now we save the current glTexEnvi, set the one that we need, draw and restore the original at the end. The second was because a missing call to glLoadIdentity for the texture matrix and as we do before, now we do a gl-Push/Identity/Pop for this matrix to. The first problem was solved by Kanttori and the second by Dalai.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-19Blenfont: fix use incorrect clear of ascii glyph cache, leading to crashBrecht Van Lommel
when toggling use antialising user preference. Also fix some other use of uninitialized memory found by valgrind.
2011-09-18blf - further shrink drawing functions & some style changes.Campbell Barton
2011-09-17Speedup for font drawing, every letter was character was calling:Campbell Barton
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex); ... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well. Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font. Gives 8% overall FPS speedup when displaying heavy UI in my test.
2011-09-12fix for changing font sizes with recent utf8 speedupCampbell Barton
2011-03-10fix [#26442] blender crash when turning off antialiasing fontsCampbell Barton
ASCII lookup table wasn't being freed when when the rest of the glyphs were. Also found own bug where mesh stat text was using wrong sized array (char[3] as char[4]).
2011-02-27doxygen: blender/blenfont tagged.Nathan Letwory