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2019-08-06DrawManager: Fix Camera Images Interfere During SelectionJeroen Bakker
When drawing the selection buffer the camera images were drawn. This resulted in unneeded extra clicking for the user. This change will ignore camera images during the selection. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5276
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-07-31Spelling fixes in comments and descriptions, patch by luzpazBrecht Van Lommel
Differential Revision: https://developer.blender.org/D3744
2019-07-24Fix background image rotation and offsetCampbell Barton
- Offset was halved & not compensating for non-square aspect. - Rotation was flipped.
2019-07-24Fix T67548: Camera background-image ignores shiftCampbell Barton
Regression from 2.79
2019-07-19DRW: lattice vertices were too smallCampbell Barton
2019-07-18Fix edit-mode particle vertex draw sizeCampbell Barton
Vertices were hard to see, draw the same size as edit-mesh vertices.
2019-07-08Revert "Revert "Fix T63447 Particle system: No particles after switching ↵mano-wii
from hair to ..."" This reverts commit 45761e4c7cbbed2141afc97fb20b2bf26ce19ac2.
2019-07-08Revert "Fix T63447 Particle system: No particles after switching from hair ↵mano-wii
to ..." Problems with clang style This reverts commit 8d6a5fb5d3c45cdfb0d06dd7f1f18aa8c870f8c1.
2019-07-08Fix T63447 Particle system: No particles after switching from hair to ...Clément Foucault
... emitter type
2019-07-08Fix T65534 Eevee don't respect active UVmapClément Foucault
2019-07-05TexturePaint: Force Workbench Texture Color ModeJeroen Bakker
When in texture paint mode and in solid mode the object that is being texture painted will be rendered by the workbench engine with textures. All other objects would render the same. For other cases the texture paint draw engine will still draw the texture. The texture mode draw engine now only drawn the masks. The opacity sliders influences the texture mask. This change has been implemented conserably. In the future we need to look into making this better, like adding support that every object can be colored differently. Currently when rendering in the workbench we can have up to 3 different color types active (what the user selected, the fallback in case no materials have been configured and this one, forcing textures) Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D5190
2019-07-05DRW: add back gl_PointSize for AMD driversCampbell Barton
2019-07-05Cleanup: remove redundant gl_PointSize assignmentCampbell Barton
2019-07-05DRW: weight-paint wire overlay made vertex selection hard to seeCampbell Barton
2019-07-02Fix T66295 Collection instance duplicates don't have selection outlineClément Foucault
Was cause by shgroup reuse even if select state changed from previous dupli. Also fixes T64438 Collection Instance object highlight wrong
2019-07-02Cleanup: rename set_inverted_drawing, move to GPU_stateCampbell Barton
2019-06-29Fix wrong usage of U.ui_scale, drawing code must use U.dpi_facBrecht Van Lommel
2019-06-27Cleanup: fix compiler warningsBrecht Van Lommel
2019-06-27Cleanup: EditMode: Remove uneeded shader depth biasClément Foucault
The bias is done using the DRWView now, no need to double it.
2019-06-27Fix T66119: Assert editing LatticeClément Foucault
2019-06-27ObjectMode: Fix selection points of LightGridsClément Foucault
2019-06-27DRW: Fix point shaders not using gl_PointSizeClément Foucault
All Shaders inside DRW should use gl_PointSize.
2019-06-27Fix T65893: Edit Mesh CullingJeroen Bakker
The edit mesh is culled by object. When the object is not visible on screen, the edit mesh may still be visible. This change will not cull the edit mesh anymore. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5144
2019-06-26Fix T65755 "In Front" (X-Ray) doesn't work with wire objectsClément Foucault
We fix by separating the drawing of wire xray objects. These wire objects gets drawn before normal wires and set the stencil to 0x0 just like the solid counterparts. Also a prepass is done to "dig" through non-xray solid.
2019-06-25TexturePaint: Fix Shader CompilationJeroen Bakker
2019-06-24Fix T65812: Image empty has wrong aspect with limit texture sizeCampbell Barton
2019-06-21Fix T62876: Camera Background ImagesJeroen Bakker
Migrate old legacy code to the draw mamager/object mode. The old legacy version did not work with wireframe. By migrating the code to modern draw manager code we have mode control on the drawing process. Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels. Also There are some artifacts when working with Holdouts and DoF, this is because the draw engines do not pass the correct alpha values. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D4638
2019-06-21Fix T65745: Bone Selection X-Ray Drawing.Jeroen Bakker
The Pose Bone Selection used normal matric multiplication, but that mismatched the Depth buffer from all draw engines. They used the optimized matrices from common_view_lib. This change will use the optimized version, so the depth buffer matches and the render artifacts would be correct. Please note that bone selection is not using shcfg and therefore render clipping is still off. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5100
2019-06-21Fix T65960 Crash on entering Edit Mode of BesierCurve with modifiersClément Foucault
2019-06-20Fix sculpt mask not visible in EEVEEPablo Dobarro
Differential Revision: https://developer.blender.org/D5092
2019-06-19Fix T65918 DRW: Crash when add a any modifier to a curveClément Foucault
2019-06-19Fix active face-dot colorCampbell Barton
Unlike edge/vert this was blending with the regular selection color.
2019-06-193D View: draw edit-text selection on-top (x-ray)Campbell Barton
This changes behavior from 2.7x, where selection & cursor could be occluded by other objects. Doing this without z-fighting in 2.8x isn't so simple because drawing the text geometry is separated from edit-selection. Change behavior since this doesn't seem like an important difference. Fixes assert drawing text edit mode.
2019-06-17Cleanup: comment spellingCampbell Barton
2019-06-14Cleanup: DRW: Remove one useless matrix multiplicationClément Foucault
2019-06-11Edit Mode: Fix face alpha being too strong in xray modeClément Foucault
This make the xray & wireframe follows the same style as the solid mode.
2019-06-11Fix T65406 Edit Mode: Edge selection is below wireframe overlayClément Foucault
This was due to a double offset of the wireframe. We also reduce the wireframe offset. The look of the wireframe overlay changes a little with on distant wires.
2019-06-07Fix T64625: Eevee image textures with alpha have dark edgesBrecht Van Lommel
Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them.
2019-06-05TexturePaint: Missing Texture Depth TestJeroen Bakker
Depth testing was off as it used the precomputed ModelView matrix. As draw engines currently use a different approach the depth was sometimes a bit off making the color disappear. This change will use a different vertex shader that will write the correct depth. I expected the same change to be needed in the bone selection overlay but was not able to reproduce it. Reviewed By: fclem Maniphest Tasks: T64615 Differential Revision: https://developer.blender.org/D5006
2019-06-05Fix T65389 Edit Mesh: Face dots are not shown in Xray modeClément Foucault
2019-06-04GPU: High Definition Color BufferJeroen Bakker
For offscreen rendering a high definition color buffer is needed. Without it there are banding issues when doing multi-sampling viewport rendering. Reviewed By: fclem Maniphest Tasks: T65287 Differential Revision: https://developer.blender.org/D5009
2019-06-04Cleanup: style, use braces for draw (fxaa_lib)Campbell Barton
2019-06-03Cleanup: style, use braces in drawCampbell Barton
2019-06-03Cleanup: use const argumentsCampbell Barton
2019-05-31Fix sculpt mode drawing with modifiers still being wrong in some casesBrecht Van Lommel
Centralize logic for when to use the PBVH for drawing, fix missing tests in mask drawing, fix missing tests for multiple windows, only do more expensive update for all viewports at end of the stroke.
2019-05-30Fix T64510 Armature: Empty Not Visible as Bone custom shapeClément Foucault
2019-05-30DRW: Refactor to use object pointer for drawcall by defaultClément Foucault
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
2019-05-303D View: Support light probe data clippingCampbell Barton
2019-05-28Cleanup: DRW: CodestyleClément Foucault