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2015-06-25Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/blenkernel/intern/cdderivedmesh.c source/blender/makesrna/intern/rna_nodetree.c
2015-06-23Subsurf: Make color layer aquisition order for textured draw matchAntony Riakiotakis
cdderivedmesh
2015-06-04Merge branch 'master' into gooseberryLukas Tönne
Conflicts: intern/cycles/kernel/svm/svm.h
2015-06-04Cleanup: clarify order of precedence: &/?Campbell Barton
2015-05-27Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/windowmanager/intern/wm_playanim.c
2015-05-27Fix T44745 non manifold edges of mesh do not work when smoothing inAntony Riakiotakis
multires. Code had special guards for such edges to stop this from happening. I don't see why this is needed though since code above assigns smoothed positions for all vertices in the grid. After removing the guards I saw that this in fact was the only place where grd adjacency was used, so I completely removed it.
2015-05-19Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/windowmanager/intern/wm_playanim.c
2015-05-17BMesh: don't check winding for uv-vert-mapCampbell Barton
Made link-select separate front/back with projected UV's
2015-05-15Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/editors/animation/anim_draw.c
2015-05-15Cleanup: style, spellingCampbell Barton
2015-05-07Merge branch 'master' into gooseberryAntony Riakiotakis
2015-05-07Change fix for T44530 which caused a "regression".Antony Riakiotakis
Looks like the previous commit here is really correct and fixes cases of distortion that were in mirror-subsurf combination since blender 2.5. This may cause some changed files in which case we will be adding an option, but it is expected this will only happen with low res models, and hand painted textures, and the better distortion here compensates for that enough to consider not adding a compatibility option yet. Leaving the facemap winding argument as is just in case we do consider to add the option.
2015-05-04Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/editors/space_sequencer/sequencer_draw.c
2015-05-04Separate scene simplification into viewport and renderSergey Sharybin
This way it is possible to have viewport simplification bumped all the way up, making viewport really responsive but still have final render to use highest subdivision possible. Reviewers: lukastoenne, campbellbarton, dingto Reviewed By: campbellbarton, dingto Subscribers: dingto, nutel, eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1273
2015-04-28Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: intern/cycles/blender/blender_object.cpp intern/cycles/blender/blender_sync.h source/blender/editors/interface/interface_utils.c
2015-04-28Fix T44530 UV islands fail on subsurf after mirror modifier.Antony Riakiotakis
Caused by own commit that changed island detection code. In the case of modifiers we don't want to take winding information into account, but left the code since there are use cases (like painting) which could use this.
2015-04-16Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/editors/space_view3d/drawobject.c
2015-04-15dyntopo: don't allocate tessfaces while sculptingCampbell Barton
Tessellation data isn't used for drawing or sculpting. This frees up some memory ~approx 10% in own tests. Also slight spee-up since it avoids calculating it in the first place.
2015-02-09Merge branch 'wiggly-widgets' into gooseberryAntony Riakiotakis
Conflicts: source/blender/blenkernel/intern/customdata.c source/blender/makesdna/DNA_customdata_types.h
2015-02-09Fix some ordering issues, remove leftover glBegin/glEndAntony Riakiotakis
2015-02-09Initial VBO code for GPU subsurf.Antony Riakiotakis
This commit adds a few generalizations to the VBO code so that modifiers can create and populate their own GPU objects. The VBO code originally supported CDDerivedMesh only. The design moves slightly towards the viewport refactor where the rendering system requests data from the modifiers. In this commit only basic support for vertices and normals is provided and some features from blender's VBO system, suchs as mapping to original faces, unique element indices for vertices and loose vertex/edge support are missing. Also, the quick navigation feature of the subsurf modifier won't be supported for now. What we do have is full support for solid shading with multiple materials, flat/smooth shading and a big performance boost.
2015-02-06Gooseberry: fix multires sculpting not updating normalsNicholas Bishop
Looks like just a refactoring mistake in the Gooseberry branch.
2015-02-05Merge branch 'master' into gooseberryAntony Riakiotakis
Conflicts: source/blender/blenkernel/intern/customdata.c source/blender/makesdna/DNA_customdata_types.h
2015-02-05Add Custom Loop Normals.Bastien Montagne
This is the core code for it, tools (datatransfer and modifier) will come in next commits). RNA api is already there, though. See the code for details, but basically, we define, for each 'smooth fan' (which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal), a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store custom normal as two angular factors inside that space. This allows to have custom normals 'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer. Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals, and be converted back into storage format at the end. Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can be rather heavy with high poly meshes. Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-01-21Merge branch 'master' into gooseberryLukas Tönne
Conflicts: source/blender/editors/space_view3d/view3d_draw.c source/blender/physics/intern/BPH_mass_spring.cpp source/blender/physics/intern/implicit_blender.c
2015-01-20De-duplicate large block of shared code for GL vert attribsNicholas Bishop
Code in ccgdm_draw_attrib_vertex() was entirely the same as the top portion of the code in cddm_draw_attrib_vertex(). Moved this code to a new function, DM_draw_attrib_vertex(). ccgdm_draw_attrib_vertex() was removed in favor of calling DM_draw_attrib_vertex(). cddm_draw_attrib_vertex() still does a couple extra things, so it still exists but calls DM_draw_attrib_vertex(). In the interest of easy code review, no changes made to the code in DM_draw_attrib_vertex() other than the new name and an added comment. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1010
2015-01-14Merge branch 'master' into gooseberrySergey Sharybin
2015-01-13Cleanup: fixes for building with recent clangCampbell Barton
2014-12-16Initial VBO code for GPU subsurf.Antony Riakiotakis
This commit adds a few generalizations to the VBO code so that modifiers can create and populate their own GPU objects. The VBO code originally supported CDDerivedMesh only. The design moves slightly towards the viewport refactor where the rendering system requests data from modifiers. What we do have is support for solid shading with multiple materials, flat/smooth shading and a big performance boost. Performance could In this commit only basic support for vertices and normals is provided and some features from blender's VBO system, such as mapping to original faces, unique element indices for vertices and loose vertex/ and can be added later. The one feature that is missing now is the quick navigation feature of the multires modifier (which uses the same code). - Why this commit is made on the widget branch - Facemap widgets need to avoid drawing the whole mesh when we do collision detection on them. For subsurf drawing we need to iterate through the whole mesh every time. What we need instead is sort indexed elemet drawing according to the facemap each face belongs to. This screams VBOs but since I was going to add that, I thought that I could push it a bit further and add proper solid shading support.
2014-12-16Revert "Initial VBO code for GPU subsurf."Antony Riakiotakis
This reverts commit 7163ddf53e6f5f67c59a8dfc14f60515f8f577c7.
2014-12-16Initial VBO code for GPU subsurf.Antony Riakiotakis
This commit adds a few generalizations to the VBO code so that modifiers can create and populate their own GPU objects. The VBO code originally supported CDDerivedMesh only. The design moves slightly towards the viewport refactor where the rendering system requests data from modifiers. In this commit only basic support for vertices and normals is provided and some features from blender's VBO system, such as mapping to original faces, unique element indices for vertices and loose vertex/ and can be added later. The one feature that is missing now is the quick navigation feature of the multires modifier (which uses the same code). What we do have is full support for solid shading with multiple materials, flat/smooth shading and a big performance boost. Performance could - Why this commit is made on the widget branch - Facemap widgets need to avoid drawing the whole mesh when we do collision detection on them. For subsurf drawing we need to iterate through the whole mesh every time. What we need instead is sort indexed elemet drawing according to the facemap each face belongs to. This screams VBOs but since I was going to add that, I thought that I could push it a bit further and add proper solid shading support.
2014-12-10Fix T42748: Crash in subsurf, threaded accessCampbell Barton
Allocating the iterator from a BLI_memarena wasn't threadsafe. Change the API to use stack memory for iterators. Thanks to @mont29 for finding exact cause of the bug.
2014-11-29Cleanup: unused headersCampbell Barton
2014-11-27Addition/correction to previous commit:Antony Riakiotakis
subsurf needs the same modifications in its derived mesh function or materials don't get updated at all anymore.
2014-11-27Fix T42653, solidify modifier not displaying correctly under edit mode.Antony Riakiotakis
Basically, our drawing code assumed we always use the edit mesh materials, which can be different from the derived mesh materials in modifiers doing overrides. We usually we want to use the derived mesh when it is available instead. There are two fixes here for both solid and textured mode. Unfortunately the fixes do not help to make the display code less labyrinthian but I expect this "should work" (tm and famous last words) Solid mode fix is 95% from Bastien, thanks!
2014-10-18Fix T42281, crash in subsurf with texture painting.Antony Riakiotakis
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-09-02Fix T41682.Antony Riakiotakis
Bring back shading in texture painting. This works now but it uses 3 texture units instead of two. Most GPUs of DirectX 8 (OpenGL 1.4 should cover that) functionality even should have those, but some old GPUs might not work with that. In any case, I hope we will be moving to OpenGL 2.1 requirement soon anyway where 4-8 texture units are usually the norm.
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-06-18Fix memory leaks in subsurfCampbell Barton
2014-06-13BLI_bitmap: rename macrosCampbell Barton
- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE - BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE - BLI_BITMAP_GET -> BLI_BITMAP_TEST - BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
2014-06-13GSet, GHash: Add BLI_gset_add, since its common to add members to a setCampbell Barton
also rename BLI_edgeset_reinsert -> BLI_edgeset_add, in this case its the same.
2014-06-02Fix T40457: Subsurf modifier with Freestyle edgesSergey Sharybin
You can't use ORIG index as an index to copy CD from source DM.
2014-05-03Fix T39997: Multiple boolean modifiers sharing the same right operand crashesSergey Sharybin
The issue was caused by the temporary CD layers being allocated for subsurf meshes, same as we've got back in 881fb43. In the long run this temporary storage is to be re-considered, but it'll also imply re-considering of the Derivedmesh interaction as well. For now let's use a simpler solution which is forbidding modifiers to call getArray for other objects' derivedMeshes but use an API calls which would allocate local copy of the data preventing race condition of shared data in DM.
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-23Fix T39839: Applying the subsurf modifier deletes the freestyle edge marksCampbell Barton
2014-04-23Subsurf: minor optimization setting edge origindexCampbell Barton
2014-04-23Fix T39781: Autosmooth feature: erroneously showing hidden vertices' normals ↵Bastien Montagne
too when in "vertex per face" display So, turned out after all we need a foreachmapped helper for loops as well... :/ CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a bad working solution (see D478). So I fallback to a code similar to CDDM one. Probably not nice for performances, but loops and subsurf are not matching well... Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D478
2014-04-21Split Normals: more fix for EditMode shading and modifiers (subsurf special ↵Bastien Montagne
case, this time). CCGDM did not generate a valid tessellated loop normals CD layer...
2014-04-17Code cleanup: use bools for DMCampbell Barton