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2018-03-15Mesh: Batch cache: Fix sculpt update issue.Clément Foucault
Old solution was to create a new vbo and copy it to the location of the old vbo hoping for the batches to update their vaos before drawing. The issue is that the new VAO caching is not updating the VAOs at all unless the shader interface changes. So unless we expand gawain to support updating of vertex buffers (in a better way than the current "dynamic" buffer) we need to delete every batch linked to the vbo we want to recreate. This solution might have performance implications.
2018-01-17Fix assert in mesh batch conversionCampbell Barton
2017-12-07Merge branch 'master' into blender2.8Campbell Barton
2017-11-06Fix T51604: Support Auto-Smooth in Edit-MeshGermano
and allocate loop_normals in MeshRenderData instead of CustomData Differential Revision: D2907
2017-10-31Mesh Auto-Smooth Split Normal SupportGermano
From D2906 with few changes
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-08-22Cleanup: naming for mesh dirty flagsCampbell Barton
- NOCHECK -> ALL - ALL -> MAYBE_ALL Where 'MAYBE_ALL' checks to see if the mesh has changed. This is clearer that `BKE_MESH_BATCH_DIRTY_ALL` is dirty and going to be updated without any guess-work.
2017-08-17DwM: use batch select for vertex paint modeCampbell Barton
2017-08-16DwM: Use Batch's for drawing selectionCampbell Barton
Use mesh batch cache for mesh selection. Note that we could create the batches and free immediately so they don't take up memory. This resolves a problem where selection was limited to immediate-mode buffer size.
2017-08-16DwM: use gawain ownership flags for mesh drawingCampbell Barton
2017-08-12Code cleanup: fix various compiler warnings.Brecht Van Lommel
2017-07-12DwM: Option to use final material over mode shadingCampbell Barton
Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes.
2017-07-11Temporary fix for crash related to VBO update on shader changeLuca Rood
This frees the whole mesh batch cache, instead of only the required parts, as freeing specific parts of a cache is currently causing crashes.
2017-07-10Fix T51931: VBO not updating when UVs are added to shader node treeLuca Rood
UVs need specific data in the VBO, which is not computed unless the shaders assigned to the mesh actually use UVs. When adding UVs to the shader, the VBOs were not being recomputed to include the required data. This adds a DEG relation between the shader and the mesh, and recomputes the required data if the shader changed. Thanks Sergey, for all the DEG stuff...
2017-07-04One more fix for merged 'normal map tangents not working correctly when ↵Alexander Romanov
there are no UV maps.'
2017-07-03Merge branch 'master' into blender2.8Alexander Romanov
2017-07-03Fix T51963: Eevee: ASAN crash on copy_attrib_nameDalai Felinto
Bug introduced on f6bb3262f17. CustomData_get_named_layer returns a different result than CustomData_get_named_layer_index.
2017-06-30DwM: Use GWN_vertbuf_raw_* access for shading dataCampbell Barton
Gives approx 14% speedup here.
2017-06-30Fix T51919: Tangents need UV's allocatedCampbell Barton
2017-06-29Fix warnings in draw_cache_impl filesLuca Rood
2017-06-29DwM: optimize mesh batch conversionCampbell Barton
- Replace GWN_vertbuf_attr_set with Gwn_VertBufRaw & GWN_vertbuf_raw_step to avoid intermediate copy. - Avoid extra conversion step with: float[3] -> short[3] -> Gwn_PackedNormal. We can skip the short[3]. Gives approx 6% speedup here.
2017-06-29Gawain: Use common prefix for packed normalCampbell Barton
2017-06-29DwM: no need to calculate face normalCampbell Barton
2017-06-29Cleanup: quiet negative shift warningCampbell Barton
2017-06-29DwM: add CD_AUTO_FROM_NAME for mesh conversionCampbell Barton
2017-06-28DwM: mesh data now only creates data thats usedCampbell Barton
Read from the GPUMaterial to find custom-data layers used for drawing. This resolves problem where having UV's would always calculate tangents causing noticeable slow down compared to 2.7x.
2017-06-28DWM: Fix own error checking wrong layer typeCampbell Barton
Would calculate all tangents for every UV layer.
2017-06-28DWM: separate tangents from UV conversionCampbell Barton
Prepare for different number of UV/Tangent layers.
2017-06-26Fix T51559: Update draw cache when changing flat/smooth shadingLuca Rood
This also renames some flags/variables to be more generic for updating purposes. The call used here was previously only used for updating paint data, but as it was reused here, flags and variables were renamed to accomodate more clearly to the new usages.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678
2017-06-02Suppress assert for meshes with no facesCampbell Barton
2017-06-01Resolve assert in weight paint mode w/ no weightsCampbell Barton
2017-05-31DwM: Show wire only mesh objectsCampbell Barton
2017-05-24Only calc split normals when auto-smooth is enabledCampbell Barton
This matches cycles & derived-mesh
2017-05-24Fix/Workaround T51561: Disable split normalsCampbell Barton
2017-05-24Cleanup: minor de-duplicate from last commitCampbell Barton
2017-05-24Fix T51561: Normal maps fail w/ quad + eeveeCampbell Barton
Generalize derived-mesh tangent calculation so it can be used by Batch cache creation too.
2017-05-24Cleanup: bmesh var namingCampbell Barton
2017-05-24DwM: avoid indirect edit-mesh conversionCampbell Barton
Storing edit-mesh data as indices for passing only to get back edit-mesh data. This also complicated checks for real edges in tessellation tris. Simpler to pass data directly.
2017-05-23Stupid mistake in material access optimizationCampbell Barton
2017-05-23DwM: optimize material accessCampbell Barton
- Split BMesh/Mesh loops. - Loop over faces instead of tris. - Add out-of-bounds check for material index (rare but can happen).
2017-05-23Cleanup: use more generic namingCampbell Barton
Can be used by any user that needs faces split by materials.
2017-05-23DwM: texture paint support & mask modeCampbell Barton
Uses workaround so material slots are used when neither blender-internal or cycles are enabled.
2017-05-22Cleanup: move custom-data layers into a structCampbell Barton
Changed because the values co-exist with active layers (Mesh.mloopuv, Mesh.mloopcol).
2017-05-22Cleanup: line lengthCampbell Barton
2017-05-22Cleanup: minor editsCampbell Barton
2017-05-21Gawain: promote 10_10_10 to first-class vertex formatMike Erwin
This format is part of OpenGL 3.3, and one of the reasons for choosing 3.3 over 3.2. Instead of checking #if USE_10_10_10 just use it wherever needed.
2017-05-21Cleanup: warningsCampbell Barton
2017-05-18GPUMaterial: Add support for tangent node.Clément Foucault
2017-05-18Re-use vertex position VBO in weight-paint modeCampbell Barton