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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2016-01-13Remove outdated assertCampbell Barton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.
2015-08-05Cleanup: unused warningCampbell Barton
2015-08-05OpenSubdiv: Completely avoid possible access to non-existing CPU dataSergey Sharybin
Make it so CCGDM reports 0 number of geometry when it uses GPU backend for drawing. This screws up a bit statistics in info header and requires to have some special handle of CCGDM in the drawing code, but makes it so non of the areas will try to access non-existing geometry.
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: Make subsurf behavior closer to original one when built with ↵Sergey Sharybin
OpenSubdiv but without enabling option
2015-08-03OpenSubdiv: Smooth shading became broken in recent commitSergey Sharybin
2015-08-03OpenSubdiv: Made it a modifier option to enable OSD for viewportSergey Sharybin
The idea of this commit is to make it so we can enable OpenSubdiv by default for the release builds but keep it limited to the viewport only for a specific meshes. This is a temporary solution for until all the needed features are supported on the OpenSubdiv side. Flag itself is done as a dedicated field in modifier DNA so we can easily remove it in the future without ending up with some temporary flag hanging around forever.
2015-08-03OpenSubdiv: Avoid crashes when GPU subsurf is tried to be used on CPUSergey Sharybin
The issue was caused by CCG code being confused by number of geometry returned by utility functions in the case of the skipped grids. Made it so that code is always only working with CCG data and handled drawing code in a bit special way now. This solves such crashes as i.e. snapping.
2015-08-03OpenSubdiv: More proper loop for UV map evaluation on CPUSergey Sharybin
This is just updating code from our side, actual evaluation is still disabled because it doesn't support face farying data evaluation.
2015-07-27Use loop data instead of face dataCampbell Barton
Replace checks in various places
2015-07-25minor cleanup, reuse existing variableAntony Riakiotakis
2015-07-25Convert CCGSubsurf VBO system to also sort hidden and visible faces.Antony Riakiotakis
It's not actually used during drawing though.
2015-07-25GPU buffer materials:Antony Riakiotakis
Separate and reuse some shared code. Also avoid counting for information we already know, such as total loop triangles etc.
2015-07-25Fix T45555 crash with subsurf edge drawing.Antony Riakiotakis
Loose edge count was double. It didn't fail on own tests because they had a small number of loose edges, but for bigger meshes it hit garbage indices at draw time and crashed. Also cleaned up the code to make it less verbose and easier to understand how indices are counted. Hope it's the last edge-related fix (fingers crossed)
2015-07-24Fix subsurf edge drawing when more than one loose edge vert existsAntony Riakiotakis
2015-07-24Fix out of bounds memory access when copying loose vertices in cddmAntony Riakiotakis
Caused by own fix for too much allocated memory not taking all code into account.
2015-07-24Fix for building with OpenSubdivCampbell Barton