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2017-07-08Merge branch 'master' into blender2.8Brecht Van Lommel
2017-07-08Fix T51889: new file or load factory settings results in broken UI.Brecht Van Lommel
Fix some cases that still assumed there to be a global DPI, instead of a per window DPI that needs to be set before reading U.dpi.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-05-17Silence warnings in Mac (based on buildbot build report)Dalai Felinto
2017-04-20Cleanup: Use explicit unsigned int typeSergey Sharybin
This is as per our code style states ans as majority of the team prefers types to be used.
2017-04-18Fix text drawing with core profileSergey Sharybin
The issue was going to the fact that GL_ALPHA was deprecated in core profile and common solution online is to use GL_RED instead. That is what is done in this commit.
2017-04-15GPU Matrix API: clean up after 2D-3D unificationMike Erwin
See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API. - remove unused functions, defines, enums, comments - remove "3D" from function names - init to Identity transform (otherwise empty stack) - gpuMatrixReset lets outside code return to initial state Part of T49450 Follow up to D2626 and 49fc9cff3b90
2017-04-14Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/alembic/intern/abc_exporter.cc
2017-04-14BLF: avoid glyph cache use-after freeCampbell Barton
Causes crash if the font size isn't set after clearing (see T51200)
2017-04-10Get rid of last PRIM_QUAD usage, in blf_font.c/blf_glyph.c.Bastien Montagne
2017-04-10Make build with GL 3.3 againDalai Felinto
This is a workaround while the PRIM_QUADS_XXX are still in the code
2017-04-07OpenGL: transition away from GL_QUADSMike Erwin
Single quads are drawn as a TRIANGLE_FAN, with 4 verts in the same order. Multiple quads now use PRIM_QUADS_XXX and will need further work. Only 8 places still use this. Part of T49043
2017-04-06Gawain: VertexFormat_add_attrib (function name change)Mike Erwin
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
2017-04-04Immediate Mode: glPop/glPushClientAttribDalai Felinto
2017-03-23cleanup use of GPU matrix APIMike Erwin
Take advantage of 2D functions, rotation about the X Y or Z axis, uniform scale factors. We no longer need to call gpuMatrixBegin_legacy() before using the new API locally in functions. related to T49450
2017-03-22OpenGL: convert to new matrix API (part 5)Mike Erwin
Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c. This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left. glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon. Part of T49450
2017-02-11OpenGL immediate mode: fix Waveform Font colorClément Foucault
2017-02-08Cleanup: warningsCampbell Barton
2017-02-05BLF: simplify API for default fontMike Erwin
We had two versions of several BLF functions -- one for a specific font ID & another for the default font. New BLF_default function lets us simplify this API & delete the redundant code.
2017-02-05add BLF_default functionMike Erwin
So we don't need two versions of all other BLF functions -- one for specific font ID & another for the default font.
2017-02-02fix build: BLF Theme colorMike Erwin
blenderplayer uses BLF but not Editor UI, so we got a link error for the missing UI_GetThemeColor function. Moved the new function from BLF to UI. @Blendify reported problem in IRC
2017-02-02BLF can use Theme colorsMike Erwin
For anything fancier than regular Theme colors (shading, alpha, etc.) do this: unsigned char color[4] UI_GetThemeColor[Fancy]4ubv(... color) BLF_color4ubv(fontid, color) That way the BLF color API stays simple.
2017-02-02set default color for BLF fontsMike Erwin
Set to an annoying bright color so we can see where to add BLF_color calls.
2017-02-02add BLF_color functionsMike Erwin
Needed a way to pass main font color to BLF without using obsolete glColor. Could not use immUniform since BLF binds its shader internally.
2017-01-26Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-26Fix (unreported) crash when file browser attempts to show preview of some ↵IRIE Shinsuke
defective font Confirmed with the Wine's bundled fonts.
2016-10-16Cleanup: Quiet warnings, use RAD2DEG macroJulian Eisel
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!
2016-10-15BLF: early exit when drawing empty stringsMike Erwin
Avoids all kinds of setup & preparations to draw nothing.
2016-10-15BLF: fix crash on text input fieldsMike Erwin
Some strings have known length, others are NULL terminated (len = INT_MAX in this case). Now font drawing knows to treat INT_MAX special.
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.
2016-10-12BLF/OpenGL: use new matrix API when drawing textMike Erwin
First test of matrix API. This will eventually use the 2D part of this API, but the 3D part is ready now. Part of T49450
2016-10-11BLF/OpenGL: draw text with new immediate modeMike Erwin
Part of T49043
2016-09-17OpenGL: streamline font renderingMike Erwin
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code. Use linear screen-space interpolation instead of perspective. Avoid redundant call to glMatrixMode.
2016-09-17add GPU_SHADER_TEXT for font renderingMike Erwin
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details. I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
2016-07-22fix confusing operator precedenceMike Erwin
Assigning within a conditional is confusing and error prone so I rewrote in a more straightforward way. Found with PVS-Studio T48917
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.
2016-04-27Fix alpha blending w/ font drawing & byte bufferCampbell Barton
2016-04-22BLF: use float vector passing color argsCampbell Barton
2016-03-28BLF: alpha support for drawing to bufferCampbell Barton
2016-03-05Cleanup: quiet -Wcomma, cast to void where neededCampbell Barton
2016-02-19Fix crash drawing fonts at size 1Campbell Barton
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2016-01-03Fix text wrapping off-by-one error w/ string widthCampbell Barton
Caused odd white space error in tooltip enum values.
2015-12-28Fix for building ghost-testsCampbell Barton
2015-12-15use float (not double) for font matrixMike Erwin
Following up on recent double --> float commits in the game engine.
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.