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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
2017-05-16Draw Manager: Texture Memory usage improvement.Clément Foucault
-Use 11_11_10 buffers for hdr content. -Eevee compositing share 1 buffer if bloom and DOF are both activated. -Fix slowdown when resizing EEVEE viewport. -Removed DRW_BUF_*** enums causing confusion.
2017-05-16Draw Manager: Make use of texture reuse.Clément Foucault
2017-05-16Fix face-dot's not drawingCampbell Barton
regression in d12d8956
2017-05-15Edit Mode Engine: Fix loose edges/verts not displaying.Clément Foucault
2017-05-15Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update.Clément Foucault
2017-05-10Draw Manager: Extend simplification to UBOs & fix a context error.Clément Foucault
2017-05-10Draw Manager: Simplify usage and check for errors.Clément Foucault
2017-05-08Accidentally left show_weight enabledCampbell Barton
2017-05-08DWM: show weights in edit-modeCampbell Barton
Engine collection settings aren't currently flushed, once they are this will work as expected.
2017-05-05Implement overridable scene render settingsDalai Felinto
This add a new set of (possible) render settings that can be defined at the scene level and overridable at the scene layer level. Once we get workspaces we can either add workspace inbetween scene and scene layer evaluation. Or to replace layer settings, to avoid extra confusion to users. An example of this setting is "samples", as implemented now for the clay engine.
2017-04-29Cleanup: rename struct for private engine dataCampbell Barton
Also remove from pass list (there were some duplicate unused entries).
2017-04-25Draw Manager: store context vars per drawCampbell Barton
Was performing context access per object for scene, region etc. While not very slow they don't change during drawing so cache in a struct. This also makes it possible to draw in views besides the current context.
2017-04-20Cleanup: redundant struct qualifier & long linesCampbell Barton
2017-04-18GPUFramebuffer: Allow to bind a specific texture mip to framebuffer.Clément Foucault
2017-04-15Cleanup: explicit names for return arguments and position lastCampbell Barton
2017-04-13GLSL: rename edit_overlay -> edit_mesh_overlayCampbell Barton
Avoid confusion with overlays with non-mesh types
2017-04-13Use 'safe' macros for common free operationCampbell Barton
Same as MEM_SAFE_FREE macro, checks for NULL, runs free then sets NULL. Blocks of code that do this many times are noisy and likely errors here wouldn't be noticed immediately. Also NULL's static vars which were being left set.
2017-04-12Draw Engine: remove hard coded limit on array sizesCampbell Barton
This removes MAX_STORAGE, MAX_BUFFERS, MAX_TEXTURES, MAX_PASSES limits. Actual memory saving isn't so important, it just means we don't need to manually bump these based on changes to engines.
2017-04-12Cleanup: use DRW_cache_mesh prefix w/ mesh objectsCampbell Barton
Avoid confusion for non mesh types where verts/wire/surface might apply. Other object types use this convention already.
2017-04-12Cleanup: use const pointer for view access APICampbell Barton
2017-04-12Cleanup: line lengthCampbell Barton
Avoid right-shift
2017-04-10Draw Manager: Use Texture flag in Framebuffer init.Clément Foucault
2017-04-03Draw Manager: Use engine type pointer instead of engine name.Clément Foucault
Faster search
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
2017-03-27Draw Engines: Make g_data struct part of the viewport storageClément Foucault
This makes viewport cache construction independant from each others and will allow multithread down the road.
2017-03-27Draw Manager: Make Viewport Data passed by the manager call.Clément Foucault
2017-03-22Draw Module: Move the Global Ubo block definition to it's own file.Clément Foucault
2017-03-20Edit Mode Engine: Remove unecessary matrix.Clément Foucault
2017-03-20Draw module: code style, encapsulate static varsClément Foucault
2017-03-18Object Mode: Add stencil test to remove object outlines inside the silouhette.Clément Foucault
It also adds nice occluded silouhette information for selected objects that are behind visible objects. This methods is really heavy because it needs to render the wires twices.
2017-03-18Draw Manager: Created a general fullscreen shader.Clément Foucault
2017-03-09Edit Mesh overlay: Ported Display Normals optionClément 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.
2017-03-05Edit Mode overlay: fix clear color, and possibly a crash.Clément Foucault
2017-03-05Clay Engine: camera drawingClément Foucault
2017-03-03Edit Mesh overlay: remove one extra buffer.Clément Foucault
2017-03-03Edit Mode overlay: backwire "ghost wireframe" with variable intensityClément Foucault
2017-03-02Edit Mode overlay: Moved Shaders to draw modules and resolved some draw issue.Clément Foucault
We don't want to clutter gpu_shader.c with engine specific code Added face's center dot Simplified loose vert shader
2017-03-02Edit Mode overlay: Added theme color via UBO.Clément Foucault
2017-03-02Edit Mode overlay: fast navigateClément Foucault
2017-03-02Edit Mode overlays: separate multiple shaders for loose edges and vertsClément Foucault
2017-02-26Clay Engine: Edit mesh overlaysClément Foucault
Based on the previous overlay shader from merwin. This shader takes care of clipped vertex cases and do all edit mode face info in one pass (except face centers). As the shading is done one the triangle itself the visual can't go beyond the surface of the mesh. That leads to half displayed edges on the outline of the mesh. This problem can be fixed by a second pass. This is work in progress.
2017-02-22Cleanup: StyleJulian Eisel
2017-02-22Clay Engine: Started Armature drawingClément Foucault
This should give the overall direction to whom wants to finish it. - Renamed EDIT mode engine to EDIT_MESH mode engine - Introduce EDIT_ARMATURE mode engine - Started to port legacy drawarmature.c to draw_armature.c