Age | Commit message (Collapse) | Author |
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This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
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- 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.
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Without this face selection would be used but invisible,
display this over fully shaded surface.
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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.
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Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
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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.
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Now passing selection state instead of colors for the wire/face mask
overlay thing. Also added masking indication on the faces in vertex
paint.
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Reviewers: fclem
Subscribers: campbellbarton, dfelinto
Differential Revision: https://developer.blender.org/D2658
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Those problems were introduced on 20f95de6ba2d32dcff553251ff4de2efd5b76955.
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This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
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Also remove from pass list (there were some duplicate unused entries).
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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.
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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.
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Avoid confusion for non mesh types where verts/wire/surface might apply.
Other object types use this convention already.
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Faster search
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This makes viewport cache construction independant from each others and will allow multithread down the road.
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Standard Engine layout easy to extend.
Note that most of the work will also happen in mesh_render.c to create geometry batches.
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