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2018-03-25DRW: Fix crash/broken Metaballs display.Clément Foucault
2018-02-28Object Mode: Fix incorrect lightprobe wire color when in edit mode.Clément Foucault
2018-02-27DRW: Do not recreate the common uniform buffer every frame.Clément Foucault
2018-02-16Metalball drawing: rename mball helpers to handlesGermano
and also rename some related functions
2018-02-15Cleanup: style, warningCampbell Barton
2018-02-14DRW: Refactor: Less feature duplication with Gwn.Clément Foucault
This removes the need of custom attribs for instancing. Instancing works fully with dynamic batches & Gwn_VertFormat now. This is in prevision of the VAO manager patch.
2018-02-06Object Mode: Add to EvaluationContext & DRWContextStateCampbell Barton
2018-01-11DRW: Fix T53583 Armature instances not drawing.Clément Foucault
Was due to the fact that the instances don't have a "static" obmat that can be referenced to use as a uniform. Solution : precompute the full matrix for each bone and pass it as instance data. (theses are copied into a buffer and can be discarded right away) Note: this could be optimized further and make only one drawcall (shgroup) to draw all bone instance of one type (vs. one call per armature).
2018-01-09Curve Edit Mode: Use curve handle theme colorsmano-wii
2018-01-04DRW: Fix boolean uniform lenght.Clément Foucault
Boolean uniform needs to be 4bytes long for opengl. Use "int" for every bool you want to pass as a uniform.
2017-12-07Merge branch 'master' into blender2.8Campbell Barton
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-16Fix T51210: Draw Manager: Support for Metaball DrawingGermano
Differential Revision: D2914
2017-11-09Cleanup: Use full name for scene_layer in drawSergey Sharybin
2017-08-01Cleanup: double promotionCampbell Barton
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
2017-05-24Fix leak in particle velocity global rampCampbell Barton
2017-05-23Implement particle velocity and acceleration visualizationLuca Rood
2017-05-18DwM: Armature: Cleanup envelope bone code a bit.Bastien Montagne
Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone).
2017-05-18DwM: Armature: add solid envelope bone drawing.Bastien Montagne
Envelope bones are now pretty much identical to old drawing code. Note that currently new DwM drawing code does not seem to care about wire/solid drawing modes at all, guess this is still TODO... For now we hence just get both wire and solid for envelope bones, this can be refined later.
2017-05-17DwM: Armature: Add distance outline and wire drawing of envelope bones.Bastien Montagne
This is not complete, it does not implement 3D solid drawing of envelope bones. 2D wire is hence always drawn for now. Some notes: I did not try to implement the 'capsule' approach suggested by @fclem, because: 1. I spent enough time on this already, and finally got something working. 2. I managed to get rid of geometry shader completely. 3. Current approach allows us to use same shader for distance outline and envelope wire. It's working fine, except for one glitch - superpositions of envelope outlines do not work as expected, not sure what's wrong here, tried to disable zbuff, enable GL_BLEND, no luck so far... I think we need our own 'background' drawpass to get them working (also to avoid them drawing over the wire lines).
2017-05-03Draw Manager: fix draw-state switching logicCampbell Barton
Changing states didn't properly reset between shading groups causing the GL state to be wrong based on draw order. States are now only set when changed.
2017-04-22missing from last commitCampbell Barton
2017-04-22Fix armature drawing ignoring object matrixCampbell Barton
Looks like name-space collision.
2017-04-20Draw Manager: round vertex size upCampbell Barton
Without this assigning `gl_PointSize = sizeVertex` made vertices too small.
2017-04-18Draw Manager: Fix uniforms array not been found.Clément Foucault
2017-04-15Cleanup: explicit names for return arguments and position lastCampbell Barton
2017-04-11Draw Manager: Fix blended color.Clément Foucault
2017-04-11Draw Manager: Add center-color for linked/multiuser objectsCampbell Barton
Draws a blue center circle for library objects. As with regular drawing, this uses a hard-coded color.
2017-04-10Object Engine: Fix Selected Group Objects color.Clément Foucault
2017-04-10Object Engine: Ported Force Field object drawing.Clément Foucault
2017-04-01Fix crash in draw manager when no object activeDalai Felinto
2017-03-22Object Mode Engine: New grid drawing.Clément Foucault
Move the grid drawing to the Object mode engine and implement a new infinite grid. Everything is done but it needs better parameters to be intuitive.
2017-03-21Object Mode Engine: Support for active color.Clément Foucault
2017-03-09Edit Mesh overlay: remove sizeNormal from ubo.Clément Foucault
2017-03-09Draw Manager: structural changeClément Foucault
All engines are now called by the draw manager. Engines are separate entities that cannot interfer with each others. Also separated draw_mode_pass.c into the mode engines.