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2016-12-01Fix (unreported) looptri array not being recalculated in ccgDM and emDMLuca Rood
In ccgDM and emDM, looptri array recalculation was being handled directly by `*DM_getLoopTriArray` (`getLoopTriArray` callback), while `*DM_recalcLoopTri` (`recalcLoopTri` callback) was doing nothing. This results in the array not being recalculated when other functions that depend on the array data called the recalc function. This moves all the recalculation code to `*DM_recalcLoopTri` and makes `*DM_getLoopTriArray` call that. This commit also makes a minor change to the `getNumLoopTri` function, so that it returns the correct number without having to recalculate the looptri array. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2375
2016-09-07OpenSubdiv: Support multiple materials drawing in Cycles textured viewSergey Sharybin
Consider for inclusion into 2.78.
2016-09-05cleanup: macro whitespace \ alignmentMike Erwin
Gotta be careful mixing tabs & spaces. This commit uses 4-space indent to align the line continuation markers. Follow-up to 3b52c4056aaf
2016-09-05Fix glUniform called from glBegin/glEnd blocksSergey Sharybin
Was causing some invalid operations in OpenGL. After more testing should be fine for 2.78.
2016-08-20Fix T49090: color picking draws wrong when using subsurf in material draw mode.Brecht Van Lommel
ccgDM_drawMappedFacesMat was missig a smooth shade model restore, some other functions were redundantly setting it since we can assume it to be the default state already.
2016-07-25OpenSubdiv: Fix opensubdiv option obscuring the interfaceSergey Sharybin
2016-07-25OpenSubdiv: Fix missing support of flat shading in textured viewportSergey Sharybin
2016-07-25OpenSubdiv: Use proper material indexSergey Sharybin
2016-07-23Cleanup: warningCampbell Barton
2016-07-22OpenSubdiv: Properly respect Subdivide UVs optionSergey Sharybin
2016-07-22OpenSubdiv: Properly support active UV layer in textured viewSergey Sharybin
2016-07-22OpenSubdiv: Lay down fundamentals to support multiple UV mapsSergey Sharybin
2016-07-20OpenSubdiv: Initial work to support UV maps in textured OSD viewportSergey Sharybin
A bit work in progress, currently the following limitations: - Texture shading only, Material shading will come later - No UVs subdivision yet - Always uses active UV and currently changing active UV will not properly update the viewport. Well, need to start somewhere :)
2016-07-14Cleanup: comment blocksCampbell Barton
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
2016-05-19Ignore vertex color when doing texture paintSergey Sharybin
It was totally useless to multiply diffuse color with the vertex color when doing texture painting. It was masking actual texture and only was forcing artists to create an empty vertex color layer to work this around.
2016-04-26Fix T48176: Shrinkwrap crashes when multiple objects uses same targetSergey Sharybin
Annoying bug caused by temp nature of looptri layer for CCGDM. Fixed in a similar to CCG loops by using lock when allocating and filling looptri arrays. Real fix would be to make sure this array is allocated on object evaluation using DAG's eval_flag, but that's more involved change which we'll work on later.
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.
2016-03-05Cleanup: unnecessary comma useCampbell Barton
2016-02-14Fix T47405: subsurf triangulation was producing incorrect normals after last ↵Brecht Van Lommel
fix.
2016-02-14Fix T47405: subsurf inconsistent triangulation in OpenGL compared to applied ↵Brecht Van Lommel
modifier and render.
2016-01-13Remove outdated assertCampbell Barton
2015-12-27OpenGL: stipple support added to basic GLSL shaderAlexander Romanov
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-11-26Cleanup: whitespaceCampbell Barton
2015-11-23Cleanup: shadowing (blenkernel)Campbell Barton
2015-11-23C99 is now the C standard for all our C code.Brecht Van Lommel
The main new feature is mixed variable declarations and code, which can help reduce uninitialized variables or accidental variable reuse. Due to incomplete C99 support in VS 2013, variable length arrays are not supported, BLI_array_alloca must still be used. The header <tgmath.h> is also not supported. Differential Revision: https://developer.blender.org/D1631
2015-11-22Remove vertex array support from GPUBuffers. Remove USER_DISABLE_VBO. AllAntony Riakiotakis
GPUBuffer rendering is now done using vertex buffers. Vertex arrays are completely removed from GL 3.2 core profile, so we'll have to do this change at some point anyway. This commit, though big, is not modifying blender in any way. Use should be exactly as if the vetex buffer option is constantly on.
2015-11-13Fix T46726 shading issues in sculpt mode.Antony Riakiotakis
This fixes two issues: * Normals were not being recalculated correctly when not using optimized drawing for CDDerivedMesh (Multires actually handles that correctly). * Loop normals (autosmooth option) were also not being calculated. Doing this calculation is not desirable, since it can't be done correctly without a severe performance hit. This is easy to test by doing a dependency flush on the mesh after each scuplt stroke step. Instead they are now disabled during sculpting.
2015-10-15VBO implementation for GLSL subsurfed meshes (non-mapped case)Antony Riakiotakis
As with cdderivedmesh, performance here is still CPU-limited if material needs tangents/UVs/vcolors. Draw calls have much less overhead though. Also, as with derivedmesh, kept an exception for old drawing for NVIDIA +OSX+VBO off or setDrawOptions callback not being NULL. setDrawOptions should be ommitable and fully VBOfialbe (?) in the future, usually those just check for hidden flag of poly or similar.
2015-10-11Fix warnings and remove casts by adding copy_vx_vx_uchar() functions.Brecht Van Lommel
2015-09-30Revert "Fix T46247: Side-reported, bbox for zero-verts object with OSD ↵Sergey Sharybin
subsurf and GPU compute would be -INF." This reverts commit b278e8742be436f7d0272033bc93def1d47f1752.
2015-09-25Fix T46247: Side-reported, bbox for zero-verts object with OSD subsurf and ↵Bastien Montagne
GPU compute would be -INF. Trivial fix, to be backported to final 2.76 if possible.
2015-09-17Fix for recent regression clamping materialsCampbell Barton
Mixup between gpu/derivedMesh total materials, fix and name more clearly to avoid confusion. thanks to Sergey for finding root cause!
2015-09-16Fix T46073: crash w/ out-of-bounds materialCampbell Barton
2015-09-13Cleanup: spellingCampbell Barton
2015-09-04Quiet warningsJulian Eisel
We had too many warnings lately... was awaiting that someone would kill them - didn't happen -> goes to my commit ratio! :P
2015-09-02b5287b1 removed important CCG_key_top_level callCampbell Barton
Caused subsurf to crash w/o OSD
2015-09-01Avoid reupdating pbvh data in upload functions, these should have beenAntony Riakiotakis
taken care of in draw functions. Those iterate the whole PBVH tree so better avoid doing them, twice or thrice.
2015-08-25OpenSubdiv: Support multiple materials for GLSL viewSergey Sharybin
2015-08-25OpenSubdiv: Support for multiple materials in solid shading modeSergey Sharybin
Implementation is less optimal compared to non-opensubdiv drawing but it is now as good as we can do it without affecting on how patches are being created by OpenSubdiv.
2015-08-25OpenSubdiv: Fill in some missing drawing callbacks of CCGDMSergey Sharybin
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.
2015-08-20Fix drawing subsurf & auto-smoothCampbell Barton
Error caused by recent MFace removal from subsurf.
2015-08-20Cleanup: unused varsCampbell Barton
2015-08-19Fix for accessing looptri's from subsurfCampbell Barton
Use poly count since tessfaces may be zero
2015-08-17Subsurf: don't reserve MFace by defaultCampbell Barton
Instead, the cache can be calculated only when its needed (fixes T45787).
2015-08-12Fix 'hard crash' part of T45768 (when merging all vertices of a mesh, we ↵Bastien Montagne
have no more edges to draw).
2015-08-05OpenSubdiv: Changes to texturingSergey Sharybin
Use first material slot for until multiple materials are fully supported. Also respect setMaterial()'s return value to avoid drawing unnecessary geometry.