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2019-02-19Fix T61690: Hidden curve vertices are drawn in edit-modeSebastian Parborg
When hiding the curve handles/points previously, the control points would still be drawn (loose verts). Now we hide everything related to the handle if it is hidden. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D4373
2019-02-19Cleanup: rename parent_origin_eval to parent_display_originCampbell Barton
The term 'eval' is often used by depsgraph result, where this is just used for drawing.
2019-02-19Fix edit-curve display for hidden handlesCampbell Barton
When the first handle was hidden, all others would show as hidden too.
2019-02-19DNA: rename select_color -> select_idCampbell Barton
The term color is misleading, it's an integer id that happens to be written to a color in some cases, then converted back to an integer.
2019-02-19DNA: rename Object.col -> colorCampbell Barton
Was confusing, unrelated to: colbits, col_mask, col_group, actcol & totcol.
2019-02-18Wireframe: Fix selection broken since recent wireframe refactorClément Foucault
2019-02-18Fix T57457: animated image sequences not working in Eevee.Brecht Van Lommel
The dependency graph now handles updating image users to point to the current frame, and tags images to be refreshed on the GPU. The image editor user is still updated outside of the dependency graph. We still do not support multiple image users using a different current frame in the same image, same as 2.7. This may require adding a GPU image texture cache to keep memory usage under control. Things like rendering an animation while the viewport stays fixed at the current frame works though.
2019-02-18DRW: Fix Crash when enabling object wireframe optionClément Foucault
2019-02-18Overlay: Remove extra contour drawing in wireframe modeClément Foucault
This removes the overhead of rendering the object one more time.
2019-02-18Edit Mesh: CleanupClément Foucault
2019-02-18Sculpt Draw: Add support for wireframe geometryClément Foucault
This introduce the wireframe batches. Creating the indices buffer does not seems to slow down the sculpt in my testing (but it is kind of hard to test reliably) This includes a bit of cleanup in gpu_buffers.c.
2019-02-18Wireframe: Add workaround for osx wide wiresClément Foucault
2019-02-18Cleanup: Remove old wireframe batch cache codeClément Foucault
2019-02-18Wireframe: Fix Artifacts with MSAAClément Foucault
We blit the depth buffer into the MSAA depth buffer so that wires are properly occluded. This also makes the "In front" option work with MSAA.
2019-02-18Wireframe: Add depth offset to prevent zfighting of wireframe overlayClément Foucault
2019-02-18Wireframe: Refactor to use GL_LINES instead of triangles with alpha blendClément Foucault
This gets rid of the progressive fading of the edges as it does not work with depth perception (sorting problem with alpha blending).
2019-02-18Cleanup: move 'orig' into Object_Runtime structCampbell Barton
2019-02-18doxygen: update doxygen & add balembic groupCampbell Barton
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-18Cleanup: conform headers to have license firstCampbell Barton
Also remove doxy comments for licenses and add missing GPL header.
2019-02-17Cleanup: rename Mesh.edit_btmesh -> edit_meshCampbell Barton
When bmesh was in a branch we had both edit_mesh and edit_btmesh, now there is no reason to use this odd name.
2019-02-16DNA: rename near/far -> clip_start/clip_endCampbell Barton
Rename for Camera, View3D (also CameraParams & Render not DNA)
2019-02-15Add global control over disabling high-resolution smoke drawSergey Sharybin
Can be found in the viewport's simplify panel, allows to easily disable high-res display for all the smokes in the scene.
2019-02-15Cleanup: More obvious name for the flagSergey Sharybin
Not sure what BIG is, it is HIGH RESOLUTION.
2019-02-14DRW: de-duplicate vertex & weight paint enginesCampbell Barton
These were almost exact duplicates, use one engine for drawing both kinds of vertex color.
2019-02-14DRW: use light wire for weight paint modeCampbell Barton
Black wire can be hard to see against dark blue, especially when shading is enabled. Use light grey, matches 2.7x.
2019-02-14DRW: Increase weight paint wire depth biasCampbell Barton
By default wire would z-fight against the surface. Increase the bias, also don't adjust the 'w' component since it causes bias that depends on the view direction.
2019-02-14Cleanup: vertex painting variable useCampbell Barton
Assign to local variables when setting up passes, avoids mix-up between similarly named struct members.
2019-02-14Fix vertex/weight paint showing edge selectionCampbell Barton
When vertex/face selection are disabled - show all wire ignoring selection & hidden state.
2019-02-13Cleanup: unused variableCampbell Barton
2019-02-12Edit Mode: Fix element selection on some old AMD GPUsmano-wii
Tested on an `AMD Radeon HD 7570M`. It seems that a VBO containing only `unsigned bytes` or `unsigned shorts` can't be read correctly in a shader. Strange that if the index buffer repeats the drawing of the vertices (as was done before rBa04dd15193e6) the problem disappears. The disadvantage of this solution is that the memory size for a selection VBO increases by about 4 times. But the loss in optimization is negligible. Thanks to @fclem for pointing out the possible source of the problem and reviewing the fix.
2019-02-11Fix: Eevee SSS not rendering as expectedClément Foucault
Remove forcing separate albedo when rendering. It was creating confusion.
2019-02-11Fix T61374 : vertex not visible/selectable if it is at objects originClément Foucault
It was caused by Null normal if the vertex is at origin. Just add a small bias to avoid this case.
2019-02-11Cleanup: move runtime vars into Camera_RuntimeCampbell Barton
2019-02-11DNA: remove Object.display structCampbell Barton
We have a display flag already, use it instead. Object.display is kept in RNA, exposed via a nested struct, we can move other display options there.
2019-02-11Cleanup: comment indentation & spellingCampbell Barton
2019-02-10Cleanup: move clipping shader lib & define into structCampbell Barton
Also compare clipping with the draw context instead of accessing the RegionView3D, currently they're matching but this might not always be the case.
2019-02-10Cleanup: use shorter name for shader configCampbell Barton
The struct name is descriptive, this isn't going to be confused with other variables.
2019-02-08DRW: support clipping for stick & wire bonesCampbell Barton
2019-02-08DRW: edit-mesh edge clipping broke in recent updateCampbell Barton
2019-02-07Fix crash drawing loose vertex from recent changesCampbell Barton
2019-02-07Edit Mode: Draw Vertices after edgesClément Foucault
This avoid edges covering a part of vertices. This comes at a (very minor) perf cost as vertices can cover some edges pixels and early discard them with the depth test. But this only happens in artificialy dense mesh and is not a real problem for common cases.
2019-02-07Edit Mesh: Only draw vertices onceClément Foucault
Only add each vertices to point ibo once. That requires tagging each mvert in the case of modifier preview.
2019-02-07Edit Mode: Reduce number of edges drawnClément Foucault
This make sure only one line is drawn per edge. It makes the function mesh_create_edit_loops_points_lines() non-thread safe but this is fine as of now because nothing is multithreaded at this point. Also this is the only function use this flag so it might be OK. The side effect is that we don't need to use depth test in edit mode overlay so the masking artifact will not appear.
2019-02-07Edit Mode: Fix edge partially displayed as selected with modifier previewClément Foucault
Force set the flag vertice selected in this case.
2019-02-07Edit Mode: Make active face hint part of the face colorClément Foucault
This remove the hint on the face edges. This is because the hint was displayed on both sides and was requiring to draw every edges twice.
2019-02-07Edit Mesh: Rework new implementation and use geometry shader to draw linesClément Foucault
This make it (theoriticaly) compatible with all supported hardware with consistent results. Also we now draw the lines with analytic anti-aliasing instead of relying on MSAA (which offers less benefits in our case). The remaining aliasing comes from edges cut in half by the mesh which is not rendered with MSAA. Hopefully this is not too much distracting and only happen if the face is almost parallel to the view.
2019-02-07Edit Mode: Fix geometry shader workaround not respecting aspect ratioClément Foucault
2019-02-07GP: Reduce render noise pixel in blend bordersAntonioya
2019-02-07GP: Cleanup blend pixel functionAntonioya
Clear the function that blend pixels and change parameter.