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2018-12-11Edit Mesh: Make edit cage stick to the mesh when possibleClément Foucault
and correctly offset it when it's not possible, otherwise we get zfighting.
2018-12-11DRW: Add polygon offset mode.Clément Foucault
2018-12-11Fix T58266 : Bottom half of meshes are transparent with eevee renderClément Foucault
2018-12-11Cleanup: use BKE_object_* prefix for object APICampbell Barton
Also minor style cleanup.
2018-12-11Fix T58850: NDOF navigation guide not shownCampbell Barton
2018-12-11Workbench: Fix shadow artifact caused by degenerate trianglesClément Foucault
Fixes T58735 Incorrect workbench shadow from n-gons This also optimize the degenerate triangle detection by searching if their area is near 0.0.
2018-12-11DRW: Deprecate / Remove DRW_STATE_STIPPLE_*Clément Foucault
This was unused and used the old drawing paradygm
2018-12-11Object Mode: Make point clouds a bit less like uniform blobsClément Foucault
Also this display is optimized. It does not use blending and pixel discard. Working with scanned data should be more pleasant with this. A better option would be to use gl_FragDepth to have a better sense of volume but this discards early depth test.
2018-12-10GP: Fix problems with stroke CapsAntonioya
Now the start cap is done and during drawing the end cap is not set because needs to have a UV calculated and this is not done while drawing.
2018-12-10GP: Remove Object Onion Skin switchAntonioya
It was confusing to have two switches.
2018-12-10GP: Enable Object Onion Skin by defaultAntonioya
Now, the main switchis on, and the layer onion skin is off.
2018-12-10Edit Mesh: Opti: Reduce max_vertices in geometry shaderClément Foucault
This is a really small win that had been overlooked when optimizing the shader.
2018-12-10Edit Mesh: Fix edges poking through the verts points in xray/seethrough modeClément Foucault
2018-12-10Edit Mesh: Make "fresnel effect" not transparent but mix between 2 colorsClément Foucault
Alpha blending is causing too many issues. Revert back to something simpler.
2018-12-10Edit Mesh: Draw inner edge selected in vert edit mode if both verts selectedClément Foucault
This only make the edge fully selected. There is still no gradient like in 2.79 when only one vertex is selected.
2018-12-10DRW: Batch Cache: Mesh: Port edit mesh batches to batch request methodClément Foucault
This also do some renaming/cleanups.
2018-12-10DRW: Batch Cache: Mesh: Port more batches to batch request methodClément Foucault
2018-12-10DRW: Batch Cache: Add batch request systemClément Foucault
This makes it possible for engines to ask for batches and only fill their data after all engine populate functions have run. This means that, when creating the batches data we already know all the batches that are needed for this redraw and the needed data. This allows for less redundant data preparation and better attrib masking. Ideally, we should run all viewports populate function before executing the batch construction but this is not the scope of this patch. Conversion from the old request method will be progressive and both can coexist (see uses of mesh_create_pos_and_nor()).
2018-12-08Fix T58950: wireframe/orthographic/front/side/topview crash 2.8Clément Foucault
2018-12-07Fix T58949: Transform feedback shaders not having fragment shaderClément Foucault
2018-12-07Fix T58360 "Use object as pivot" in GP "Shadow effect" crashes BlenderAntonioya
2018-12-07Fix/workaround crash opening almost any Spring fileSergey Sharybin
The issue was caused mpoly array urequired by the cache filling, but the pointer was never set when preparing render data. Seems this change is safe enough, in terms it shouldn't be causing slowdown, since the assignment of mpoly is cheap, but hard to tell if there is anything else affected by thing underneath.
2018-12-07Depsgraph: Remove duplicated sets of recalc/update flagsSergey Sharybin
There were at least three copies of those: - OB_RECALC* family of flags, which are rudiment of an old dependency graph system. - PSYS_RECALC* which were used by old dependency graph system as a separate set since the graph itself did not handle particle systems. - DEG_TAG_* which was used to tag IDs. Now there is a single set, which defines what can be tagged and queried for an update. It also has some aggregate flags to make queries simpler. Lets once and for all solve the madness of those flags, stick to a single set, which will not overlap with anything or require any extra conversion. Technically, shouldn't be measurable user difference, but some of the agregate flags for few dependency graph components did change. Fixes T58632: Particle don't update rotation settings
2018-12-07DRW: Remove the use of GPUTexture buffers for edit wire renderingClément Foucault
See previous commit for detail as why.
2018-12-07DRW: Rework wireframe overlay implementationClément Foucault
The shader is way simpler and run way faster on lower end hardware (2x faster on intel HD5000) but did not notice any improvement on AMD Vega. This also adds a few changes to the way the wireframes are drawn: - the slider is more linearly progressive. - optimize display shows all wires and progressively decrease "inner" wires intensity. This is subject to change in the future. - text/surface/metaballs support is pretty rough. More work needs to be done. This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516. This also removes the GPU side "sharpness" calculation which means that animated meshes with wireframe display will update slower. The CPU sharpness calculation has still room for optimization. Also it is not excluded that GPU calculation can be added back as a separate preprocessing pass (saving the computation result [compute or feedback]). The goal here was to have more speed for static objects and remove the dependency of having buffer textures with triangle count. This is preparation work for multithreading the whole DRW manager.
2018-12-07GPU: Remove EXT and add assertClément Foucault
Some drivers accept shaders with only vertex stage, but some just silently fails.
2018-12-07DRW: Add Provoking vertex state.Clément Foucault
2018-12-073D View: hide pose bones w/o overlaysCampbell Barton
Part of T58690
2018-12-06DRW: Mesh: Make uvs use the final mesh displayClément Foucault
2018-12-06DRW: Fix Uvs not working in solid mode + edit meshClément Foucault
2018-12-06Draw manager: Use render view transform as defaultSergey Sharybin
2018-12-06Cleanup: unused var, styleCampbell Barton
2018-12-06DRW: Optimize adjacency data creation a bitClément Foucault
This is a very small improvement and only concerns wireframe update. My tests. old 6fps > new 7fps > baseline (wireframe disabled) 10fps
2018-12-05Fix T58407: Wire frames are not showing with subdivision surfacesClément Foucault
2018-12-05Fix In front option not working in solid modeClément Foucault
2018-12-05Fix T58764: solid mode errorClément Foucault
2018-12-05GPU: Cleanup: Replace glFlush by GPU_flushClément Foucault
2018-12-05Fix T58551: Dragged in images do not display orange highlight border when ↵Clément Foucault
selected
2018-12-05Fix T58733: Segmentation fault at start causes by shader compillationClément Foucault
2018-12-05Workbench: Remove specular shadowing for red and blue metalClément Foucault
2018-12-05Workbench: Cleanups and reduce shader variationsClément Foucault
Also optimize deferred engine by only outputing material data if needed. This make the bare flat shading mode (no effects) only a depth prepass.
2018-12-05Workbench: Fix workbench broken on some config due to usuned fb slotClément Foucault
This seems to be a driver bug. Only windows + Radeon HD 7500M seems to be affected. Fix can be extended to more config if necessary.
2018-12-05Workbench: Remove unused framebuffer slot.Clément Foucault
2018-12-05Fix T58690: Disable overlay doesn't hide bonesCampbell Barton
2018-12-04Fix T57620: display custom normals in Edit Mode.Alexander Gavrilov
Since it seems that CD_ORIGINDEX is not available for loops, the only choice is to simply use the loop normals already computed by depsgraph after evaluating modifiers. This revealed a bug where the Auto Smooth settings would be lost from the mesh after complex modifiers, or after edit mesh to mesh conversion, so restoring them is needed to get correct results.
2018-12-04Fix T58609 Subdivision Surface modifier, "Optimal Display" not workingClément Foucault
I tried to make it progressive using the wireframe slide but it did not work well. So taking the most straight forward way.
2018-12-04Wireframe: Optimization: Only draw triangles that have edgesClément Foucault
This only happens after a certain wireframe threshold. We sort triangles into 2 bins (start and end of the buffer) based on a threshold and just draw the first bin if the wireframe slider is low enough. This optimization is disabled for deformed meshes when playback is active. This optimization is only implemented for meshes object for now. This should help resolve (to some extent) T58188.
2018-12-04Wireframe: Optimization: Only draw triangles that have edgesClément Foucault
This only happens after a certain threshold. We sort triangles into 2 bins (start and end of the buffer) based on a threshold and just draw the start bin if the wireframe slider is low enough. This optimization is disabled for deformed meshes. This should help resolve (to some extent) T58188.
2018-12-04Wireframe: Optimization: Output degenerate triangles if no edgesClément Foucault
2018-12-03DRW: Make default debug mode a bit more silentClément Foucault
Use --debug-gpu for debugging non found uniforms