Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-06 | Edit Mode overlay: Optimisation | Clément 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 | |||
2017-03-05 | Clay Engine: support draw callbacks | Clément Foucault | |
2017-03-05 | Edit Mode overlay: fix clear color, and possibly a crash. | Clément Foucault | |
2017-03-05 | Clay Engine: More Lamp drawing work | Clément Foucault | |
2017-03-05 | Clay Engine: camera drawing | Clément Foucault | |
2017-03-03 | Edit Mesh overlay: remove one extra buffer. | Clément Foucault | |
2017-03-03 | Edit Mode overlay: backwire "ghost wireframe" with variable intensity | Clément Foucault | |
2017-03-03 | Draw Manager: Changed buffer uniform api. | Clément Foucault | |
Use a reference to where will the texture be instead of an index. | |||
2017-03-03 | clean up clay vertex shader | Mike Erwin | |
Clay engine only works on modern GL, so this shader doesn't need compatibility with legacy Mac GL. | |||
2017-03-02 | Remove tons of OBACT | Dalai 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) | |||
2017-03-02 | Edit Mesh overlay: pack normals with face centers. | Clément Foucault | |
Needed for face normals. | |||
2017-03-02 | Edit 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 | |||
2017-03-02 | Edit Mode overlay: Added theme color via UBO. | Clément Foucault | |
2017-03-02 | Edit Mode overlay: fast navigate | Clément Foucault | |
2017-03-02 | Edit Mode overlays: separate multiple shaders for loose edges and verts | Clément Foucault | |
2017-02-28 | Draw Manager: Fix ortho grid in front of overlays. | Clément Foucault | |
2017-02-28 | rename built-in point shaders, SMOOTH --> AA | Mike 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". | |||
2017-02-26 | Clay Engine: Replace if() by assert() | Clément Foucault | |
2017-02-26 | Clay Engine: Edit mesh overlays | Clément 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. | |||
2017-02-26 | Fix compiler warnings on macOS / clang / c++11. | Brecht Van Lommel | |
2017-02-24 | Silence warnings in draw_armature.c | Dalai Felinto | |
Also add note about incomplete functions there | |||
2017-02-24 | Clay Engine: fix format (3D instead of 2D) | Clément Foucault | |
2017-02-22 | Cleanup: Style | Julian Eisel | |
2017-02-22 | Clay Engine: Started Armature drawing | Clément 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 | |||
2017-02-22 | Clay Engine: Renaming shader. | Clément Foucault | |
2017-02-22 | Clay Engine: Fix Memory Leak. | Clément Foucault | |
2017-02-19 | Clay Engine: Use G.debug_value to test cache performance | Clément Foucault | |
Use debug 666 for cache without instance buffer caching. Use debug 667 for cache with instance buffer caching. | |||
2017-02-18 | Fix 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. | |||
2017-02-17 | Fix building without Clay engine. | Bastien Montagne | |
2017-02-17 | Follow up on mode engine code separation | Dalai Felinto | |
The settings initialization belong within the engines | |||
2017-02-17 | Clay Engine: Separate mode drawing to different files/engines. | Clément Foucault | |
2017-02-16 | Clay Engine: Fix Cursor too bold | Clément Foucault | |
2017-02-16 | Clay Engine: Hidden wire | Clément Foucault | |
2017-02-16 | Clay Engine: Wire and Backface cull collection settings. | Clément Foucault | |
2017-02-16 | Clay Engine: Fix grid not showing. | Clément Foucault | |
2017-02-15 | Clay Engine: New collection settings (not working yet) | Clément Foucault | |
2017-02-15 | Clay Engine: Replace Manual depth test by depth copy. | Clément Foucault | |
This avoid glitches due to float comparison precision. | |||
2017-02-15 | Clay Engine: Support vertex normals (smooth shading), no face normals yet. | Clément Foucault | |
2017-02-15 | Clay Engine: draw Speaker | Clément Foucault | |
2017-02-15 | Clay Engine: Fix Grid depth write. | Clément Foucault | |
2017-02-15 | Clay Engine: drawaxis names drawn with shaders & instance | Clément Foucault | |
2017-02-15 | Clay Engine: Fix empty drawing | Clément Foucault | |
2017-02-15 | Clay Engine: new draw_view.c containing all dynamic drawing routines. | Clément Foucault | |
2017-02-14 | Layer Macros: create the instance as part of the macro | Dalai Felinto | |
Instead of pre-initializing an instance prior to the macro, we do it as part of the macro itself now. | |||
2017-02-13 | Layers: Per-Collection edit mode parsing | Dalai 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. | |||
2017-02-11 | GPU shaders / Clay engine : small renaming / cleanup | Clément Foucault | |
2017-02-11 | Clay Engine: fix instancing (again) | Clément Foucault | |
2017-02-11 | Clay Engine: converted Empties to the new instancing method | Clément Foucault | |
2017-02-11 | Clay Engine: Small instancing fixes | Clément Foucault | |
2017-02-11 | Clay Engine: Convert Lamp to use new instancing feature. | Clément Foucault | |