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2017-03-06Edit Mode overlay: OptimisationClément Foucault
Don't generate more verts than we need if we don't render vertex. Getting a big boost from 12fps to 20fps on my test scene
2017-03-05Clay Engine: support draw callbacksClément Foucault
2017-03-05Edit Mode overlay: fix clear color, and possibly a crash.Clément Foucault
2017-03-05Clay Engine: More Lamp drawing workClément 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
2017-03-03Draw Manager: Changed buffer uniform api.Clément Foucault
Use a reference to where will the texture be instead of an index.
2017-03-03clean up clay vertex shaderMike Erwin
Clay engine only works on modern GL, so this shader doesn't need compatibility with legacy Mac GL.
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-03-02Edit Mesh overlay: pack normals with face centers.Clément Foucault
Needed for face normals.
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
2017-02-28Draw Manager: Fix ortho grid in front of overlays.Clément Foucault
2017-02-28rename built-in point shaders, SMOOTH --> AAMike Erwin
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
2017-02-26Clay Engine: Replace if() by assert()Clément 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.
2017-02-26Fix compiler warnings on macOS / clang / c++11.Brecht Van Lommel
2017-02-24Silence warnings in draw_armature.cDalai Felinto
Also add note about incomplete functions there
2017-02-24Clay Engine: fix format (3D instead of 2D)Clément Foucault
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
2017-02-22Clay Engine: Renaming shader.Clément Foucault
2017-02-22Clay Engine: Fix Memory Leak.Clément Foucault
2017-02-19Clay Engine: Use G.debug_value to test cache performanceClément Foucault
Use debug 666 for cache without instance buffer caching. Use debug 667 for cache with instance buffer caching.
2017-02-18Fix crash introduced in engine separation (50fb3ea3)Dalai Felinto
Basically DEG_OBJECT_ITER (or rather, BKE_scene_layer_engine_settings_update) wasn't creating Object->collection_settings data for invisible objects. Now I'm removing those objects from the loop entirely. If we are to bring them back we need to either create CollectionEngineSettings dat from them or to skip them in DRW_mode_cache_populate.
2017-02-17Fix building without Clay engine.Bastien Montagne
2017-02-17Follow up on mode engine code separationDalai Felinto
The settings initialization belong within the engines
2017-02-17Clay Engine: Separate mode drawing to different files/engines.Clément Foucault
2017-02-16Clay Engine: Fix Cursor too boldClément Foucault
2017-02-16Clay Engine: Hidden wireClément Foucault
2017-02-16Clay Engine: Wire and Backface cull collection settings.Clément Foucault
2017-02-16Clay Engine: Fix grid not showing.Clément Foucault
2017-02-15Clay Engine: New collection settings (not working yet)Clément Foucault
2017-02-15Clay Engine: Replace Manual depth test by depth copy.Clément Foucault
This avoid glitches due to float comparison precision.
2017-02-15Clay Engine: Support vertex normals (smooth shading), no face normals yet.Clément Foucault
2017-02-15Clay Engine: draw SpeakerClément Foucault
2017-02-15Clay Engine: Fix Grid depth write.Clément Foucault
2017-02-15Clay Engine: drawaxis names drawn with shaders & instanceClément Foucault
2017-02-15Clay Engine: Fix empty drawingClément Foucault
2017-02-15Clay Engine: new draw_view.c containing all dynamic drawing routines.Clément Foucault
2017-02-14Layer Macros: create the instance as part of the macroDalai Felinto
Instead of pre-initializing an instance prior to the macro, we do it as part of the macro itself now.
2017-02-13Layers: Per-Collection edit mode parsingDalai Felinto
Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
2017-02-11GPU shaders / Clay engine : small renaming / cleanupClément Foucault
2017-02-11Clay Engine: fix instancing (again)Clément Foucault
2017-02-11Clay Engine: converted Empties to the new instancing methodClément Foucault
2017-02-11Clay Engine: Small instancing fixesClément Foucault
2017-02-11Clay Engine: Convert Lamp to use new instancing feature.Clément Foucault