Age | Commit message (Collapse) | Author |
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Avoid allocation for each string,
improves redraw speed for text heavy views.
A contrived test showed FPS ~18.5% speedup but this doesn't represent
typical usage.
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The crash was detected in draw_manager, but the real problem was a wrong pointer that corrupted the struct, so the free function failed.
Redesign this area to keep pointer correct all the time.
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The selction use it's own frambuffers.
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Match the UI naming (changed since 2.7x).
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In previous commit introduced this bug. The flag was inverted and the mode was not working.
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Requested by some users who prefer old wireframe precision.
Smooth wires are still enabled by defaults as they don't have a noticeable
perf impact.
Application restart is needed for changes to take effects.
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There was a conflict between Object "In Front" and how the strokes were managed in Stroke panel for grease pencil datablock.
In order to keep consistency, the order of the object has been moved to Object level and now it's using the standard "In Front" flag. As all it is 3D, the option "Back" has been removed.
This also fixes the problem with task T62137.
Also related to commit 54ffc4e19dc4 and D4405
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Some old AMD drivers crash when a vbo with stride 1 is used a few times.
I have not found a real solution to this problem. So the solution was to use a vbo with stride 4 (which in theory is less efficient and takes up more memory space).
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The TODO is old and the issue does not seems to appear anymore.
If bugs emerge from this commit it's most likely to be a bad usage of the
API.
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This Fixes T61823: Flickering material problem with eevee
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Tested on `AMD Radeon HD 7570M`.
The reason for crash reduction is still unknown.
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To be consistent, the alpha must be set to 1 when solid mode is enabled.
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There was a bug when selected Solid mode with Material or Texture mode. The textures were not visible.
Now, the mode is passed to shaders to decide if use the solid color or the result texture color. The mode is passed using an array with shading type and mode.
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-Wireframe use Background color for X-Ray off
- Added support to Solid mode.
- Solid mode shows fill or not depending X-Ray.
- Solid can use Single, Material, etc.
- Wireframe and Solid mode don't show FXs.
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Add back some (subtle) fresnel effect on object wireframe.
Dupli/set object still remains flat and need more work.
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Differential Revision: https://developer.blender.org/D4433
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Workaround to tranform feedback not working on mac.
On some system it crashes (see T58489) and on some other it outputs
garbage (see T60171).
So instead of using transform feedback we render to a texture,
readback the result to system memory and reupload as VBO data.
It is really not ideal performance wise, but it is the simplest
and the most local workaround that still uses the power of the GPU.
This should fix T59426, T60171 and T58489.
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The outline now has some alpha to be more consistent with other Blender areas.
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The main overlay switch and outline option must be checked.
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This line was added accidentally in the header text.
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The selection outline of 1 pixel was too thin.
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Now an outline is drawn when the grease pencil is selected.
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After adding selecction using strokes, the dummy is not required because it was added as a provisional solution while we implement stroke selection.
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Now it's possible to select a grease pencil object without using the dummy.
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This reverts commit 6a4a984ff731070d0702821fe1e67dea40e593b9.
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As discussed with @billreynish this makes little sense now that we don't
have a dedicated textured mode. We don't have a superior texture or shaded
mode anymore and we also cannot mix different engines together (workbench
with eevee/lookdev).
The only feature it removes is the possibility to hide textures for certain
object in solid mode.
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Disabling color management this way is not very useful, but as long as the
option is there it should work correct.
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Removed in aa7b013bd5d24 for performance reasons, however highlights
can't always be seen against specular shading, see: T55456#510873
Instead of having a highlighted inner-edge, use the active edge color.
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Matches active vert/edge modes.
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This was not working in edit mode and broken in posemode + bounding box
display type.
This makes possible to select bones inside other bones.
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The option is replaced by the Wireframe mode display which (in edit & pose
mode) does exactly what transparent bones did.
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This makes the bones transparent when the object or the viewport display
type is Wireframe. This is in order to make things consistent.
In object mode all bones are fully transparent to not create more visual
noise if the scene is complex.
Another small addition is that the Bounding Box draw mode now works as
expected on armatures.
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After a previous commit to use unique identifiers for Ghash key, I had missed to free the memory of the name key.
Thanks to Jacques Lucke for detecting the leak.
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When instance objects linked, the name could not be unique.
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This reduces the loop time if the scene is not using instances.
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Users who prefer to use face dot's don't get an advantage from drawing
thicker wire.
Requested by @ward
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- BKE_lamp -> BKE_light
- Main.lamp -> light
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The problem was not only for instances, but for particles too, and produced segment fault.
For some reason due any internal modification of how duplicated objects are generated, the duplicated object are not available when the draw manager try to use runtime data.
Now, before drawing the particle or the instance, the pointers of the duplicated objects are reassigned to the original "real object" to get full access to runtime data.
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