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2016-06-22EditMesh: Avoid creating deform-vert layer every redrawCampbell Barton
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed. Since this was called on redraw, in many cases it was doing it unnecessarily. Now pass in a custom-data mask and only fill in deform-verts when needed. Gives noticeable drawing speedup (~10-30% here).
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-05-31Properly handle vertex color color space for Cycles GLSLSergey Sharybin
A bit tricky, need to pass additional information about what the attribute is and how to deal with it. BI path stays unchanged, just to make things simplier for now. Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-29BKE's DerivedMesh: get rid of last OMP usage.Bastien Montagne
Not replacing with some BLI_task_stuff here, tests show this is pointless (in absolute best case - i.e. single huge mesh in scene - parallelizing here switches from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
2016-05-24Fix own mistake in D1120: wrong indexing of UV maps during tangent calculationAlexander Romanov
2016-05-23Fix wrong scale of vertex color values when doing border render of Cycles ↵Sergey Sharybin
viewport
2016-05-23Support Vertex Color in GLSL viewport for CyclesSergey Sharybin
The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022
2016-05-11Fix incorrect FLT_MIN useCampbell Barton
2016-05-06DerivedMesh: don't allocate a new material array each drawCampbell Barton
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2016-03-04Fix uninitialized memory use lattice-boundboxCampbell Barton
Many other places weren't clearing boundbox dirty flag after calculation.
2016-03-03Fix T47644: crash (use-after-free) regression from rB7a74738914a66e.Bastien Montagne
Handling `me` data here is not good idea anyway, we override it completly with data from `tmp` (crash came from freeing already existing bb from me, while pointer still existed in tmp). (rediscovered it while working on T47676...). To be backported to 2.77.
2016-02-28Cleanup: rename `CustomData_swap` to `CustomData_swap_corners`.Bastien Montagne
More in line with our other func names handling sub-item data (mainly, tessfaces' UVs and VCol...).
2016-02-22Fix memory leak in DM_to_meshCampbell Barton
2016-01-28cleanup: spelling / typosMike Erwin
no functional changes
2016-01-23OpenGL: call glLineWidth less oftenMike Erwin
Each LINES draw call is now responsible for its own line width. No need to set it back to its 1.0 default after every draw. This eliminates half our calls to glLineWidth , similar to last week’s work on glPointSize.
2016-01-21Weight Paint: Make multi-paint & mirror work as if bone selection was symmetricAlexander Gavrilov
The simplest way of handling mirroring in multi-paint is creating a uniform symmetric selection and relying on existing symmetric weights to direct changes to the appropriate vertex groups. This already works if mirror bones are selected manually, and can be made easier to use by doing it implicitly.
2016-01-20Weight Paint: 'Sample' now supports multi-paintAlexander Gavrilov
Since the coloring uses sum or average of the weights of all selected groups, the weight pick tool should also use that instead of reading the weight of the single active group that you can't see.
2016-01-20Weight Paint: reduce alert color brightnessAlexander Gavrilov
This condition can actually happen quite often if weight painting for a rig that uses separate control bones, so the color shouldn't be so bright that it's hard to look at for a significant amount of time.
2016-01-20Fix for tangent regression w/ looptri changesCampbell Barton
LoopTri changes in 2.76 calculated all tangents as triangles, this gave different results though in most cases it was hard to notice. Though no bugs were reported we should keep our tangents compatible with other users of mikktspace.
2016-01-20Cleanup: style, use constCampbell Barton
2016-01-20Support multi-paint & show zero-weights as blackAlexander Gavrilov
Specifically, when only one bone is selected and it's not really active. (With multiple bones on the other hand that behavior is forced on, since multi-paint can't modify purely zero weight verts and that's important.)
2016-01-04Fix T47038: Particles in Particle Edit Mode get added in completely wrong ↵Bastien Montagne
location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-06OpenGL: isolate fixed function lighting in simple shader code.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-11-24OpenGL: clean up use of old extensionsMike Erwin
2015-11-23Cleanup: shadowing (blenkernel)Campbell Barton
2015-11-09Cleanup: avoid incrementing/decrementing id->us outside of BKE_library.Bastien Montagne
We have callbacks for that, they also do some checks and help ensure things are done correctly. Only place where this is assumed not true is blenloader (since here we may affect refcount of library IDs as well...).
2015-11-03imp: show alert color if mesh has weight groups but no active group is selectedGaia Clary
2015-11-03Avoid assert weight painting w/o an active groupCampbell Barton
2015-10-11Fix warnings and remove casts by adding copy_vx_vx_uchar() functions.Brecht Van Lommel
2015-10-06Cleanup: only check paint mode for active objectsCampbell Barton
2015-09-23Fix T46215: Explode modifier looses texturesCampbell Barton
2015-09-23Fix T46217: Make normal artifactsCampbell Barton
2015-09-13Cleanup: spellingCampbell Barton
2015-09-09Assert CustomData_from_bmeshpoly is used correctlyCampbell Barton
Follow up to last commit, since bugs here aren't so obvious.
2015-09-09Fix T45733: Crash w/ VColor + BlenderInternalCampbell Barton
Tessface CustomData layers were added multiple times when tangents were used. This made BI crash accessing layers missing elsewhere.
2015-08-28Fix T45930 weights not appearing in editmode when show weights optionAntony Riakiotakis
was enabled. Caused by an -unneeded now- fix for opensubdiv. Code caused the vertex colors to be uninitialized. Thanks to Sergey for confirming that initial issue is no longer a problem.
2015-08-25Cleanup: styleCampbell Barton
2015-08-24Fix DM_get_loop_array, was checking edge-dataCampbell Barton
Fixes T45728
2015-08-24Fix editmesh GLSL tangent drawingCampbell Barton
The generic tangent calculation relied on CDDM arrays which aren't available in edit-mode. Add a tangent calculation callback, which has its own implementation for editmesh data.
2015-08-05OpenSubdiv: Tweaks to AABB calculation when using opensubdiv for subsurfSergey Sharybin
Use coarse coordinates to calculate AABB which gives much better approximation of AABB than using unity AABB size.
2015-08-05OpenSubdiv: Resolve regression with unity AABB for CCGDM calculated on CPUSergey Sharybin
2015-08-03OpenSubdiv: Fix/workaround for missing generated coordinates in viewportSergey Sharybin
This actually requires some bigger work to make it fully supported but for now at least avoid breaking shading with OpenSundiv option disabled.
2015-07-31Replace MFace w/ vert-tri's for collision modifierCampbell Barton
Note that the collision modifier doesn't have any use for Loop indices, so to avoid duplicating the loop array too, MVertTri has been added which simply stores vertex indices (runtime only).
2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-28BGE: Navmesh fixes and improvementsSybren A. Stüvel
The navigation mesh functionality was broken for quite a while. This patch contains fixes: recalculating tesselations before getting the number of tesselation faces (it otherwise returned 0) before calculating the navmesh, and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object (which fixes visualisation in Blender). This allows one to create a new navmesh, which also works in the BGE. Furthermore, the patch adds several return values, and shows more error messages when things go wrong. In several places in the navmesh creation code, return codes weren't checked and errors silently ignored. Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame Reviewed By: panzergame Differential Revision: https://developer.blender.org/D1435
2015-07-27Use loop data instead of face dataCampbell Barton
Replace checks in various places
2015-07-27Error in looptri update, was checking wrong layer-typeCampbell Barton
2015-07-23Cleanup: arg namesCampbell Barton