Age | Commit message (Collapse) | Author |
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be cached and reused.
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Mostly monkey coding in gpu ("modern" VBO drawing) and DM variants ("legacy" drawing) code...
Reviewers: brecht
Reviewed By: brecht
CC: campbellbarton
Differential Revision: https://developer.blender.org/D367
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* Merely a re-implementation of core split algorithm for BMesh, taking advantage of topological data available.
* This code needs valid loop indices, so added BM_LOOP support to BM_mesh_elem_index_ensure() & co.
Reviewers: campbellbarton
Reviewed By: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D366
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here):
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
(tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
this option is now incoherent, will be addressed in a separate commit.
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D365
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changes.
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Fix wrong quat being calculated for curve's path.
Also avoid some divisions by zero.
Happened in cases when all the curve points have the same coord.
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It's possible that effetc strip would be placed to the same
'machine' as it's inputs. We don't want to clear such strips
from the stack.
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While hiding, flush the hidden flags to the faces. This avoids iterating
through all the loops while updating the GPU buffers.
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This gives a huge speedup gain for cases when you've got
rather huge markers on a byte images.
Done by skipping IMB_float_from_rect()/IMB_rect_from_float()
for such cases. We can sample the buffers without color space
conversion.
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The variables are considered invalid unless DM_update_materials is
called prior to use. Only use case currently is
mesh drawing. This helps with excessive allocation on the stack during
GPUObject creation, but may help elsewhere in the future as well.
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Issue here was that buttons_texture_context_compute() was getting scene from (button-customized) context,
before the button paths (and hence, context) had been updated. So after an undo, it was getting an invalid
(freed by undo) scene pointer.
Now update BCONTEXT_SCENE path before calling buttons_texture_context_compute().
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'scene' was simply not handled in button context.
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There is no good solution here, since RNA props can only have one type/unit.
Tried to find the less worse one - have different RNA props for same DNA value
(a bit like the angle/length for camera lens).
Also fixed two other issues with Transform conctraint:
* Angle were still in degrees (yes, another backward-compatibility breacking).
* Scale was absolute, unlike loc/rot.
Also cleaned up a bit the code, replaced some magic numbers by proper enums, ...
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See T39470 and D436. Code by @tippisum, with some minor edits by @mont29.
Tested with various rigs, including Rigify, CGcookie flex rig, and gooseberry/pataz caterpillar.
Riggers, please test it, no change expected in behaviour.
Reviewers: aligorith
CC: tippisum
Differential Revision: https://developer.blender.org/D436
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It was possible to delete a masked vertex during collapsing. Looks like
this is one of the causes for hangs during masked flood filling.
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This function used ugly hack with static variable which was
preventing some type checks in DAG nodes. Using this variable
form multiple threads is not considered safe, apparently.
Solved by moving this variable inside the DAGForest structure.
so it's global for the graph now, but different graphs does not
run into conflicts.
This required passing the forest to some functions, which doesn't
look so much nice, but don't want to spend time on making this
code look beautiful because it is really to be replaced by the
new dependency graph.
This is really bad bug actually which is must go to 'a'.
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also replace AT with __func__ since AT expands the full pathname
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Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.
There are a couple of caveats here:
Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.
Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.
Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.
Also make zero mask color duller again after artist feedback.
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Was marked as a todo in the code.
This does not yet take care of correct display for multi material
meshes, since it would need correct separation of faces during pbvh
creation. Instead we just take material of first face in node and assume
that the rest faces have the same. This will create some funky effects
if one attempts to sculpt in this way.
Note: This does not yet address T39517
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This is done by adding a new button type, GRIP, similar to other numbuttons
(scroll, slider, ...), which here controls the preview height.
Then, we add a new DNA struct to be able to save that height in Blend files
(note I choose not to use Panel struct for this, because we would then have the
same limitation we used to have with uiLists, only one preview per panel
and no preview outside panel).
This implies a change to template_preview UI RNA/py API (each preview needs an ID),
but this is backward compatible, as by default datablock type will be used if no ID is
given (which means e.g. all material previews with no ID will have same height).
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D342
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It works exactly the same as a cache line in movie clip editor.
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There is not much sense to have a whole BLI file just to check SSE2 on CPUs...
So idea is to rename it to more generic "BLI_system", and add to it more system-related
utils, like e.g. an include helper for getpid(), which allows to hide unix/windows
internals from rest of the code...
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D439
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complete.
Fixes T37954.
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D230
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Issue was cauzed by some weird clamping of current frame. Not sure
why it was here at the first point -- it's from the day0 of movie
clip datablock.
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When node face gets deleted, added or exchanged, the nodes should update
their draw buffers, normals and bounding boxes. This was not being done
before so there were graphical glitches apparent, especially in collapse
mode.
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