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2016-08-25Fix T48788: Diffuse color in BI Textured Solid mode is not updating properly ↵Sergey Sharybin
in Sculpting mode Was caused by 6276726, so for the time being revert the optimization part of change.
2016-08-02Viewport: Make lights in local view behave like BI and CyclesJulian Eisel
Ignore that lights are not included in local view, always render them if they are on the correct layers. BI and Cycles do this as well.
2016-07-22Cleanup: pass pointer to texture draw stateCampbell Barton
2016-07-02Cleanup: styleCampbell Barton
2016-06-30Fix T48728, part 2: Vertex colors not shown in texture modeSergey Sharybin
2016-06-29Correction to previous commit: Only skip colors for texture paintSergey Sharybin
This way we avoid regression of sculpt mode shading. Hopefully now it's all fine.
2016-06-29Fix T48728: Vertex colors not shown in texture modeSergey Sharybin
Regression caused by own changes to make texture paint more efficient from workflow point of view. Now the idea is to use vertex color outside of paint mode, so we don't break any compatibility here.
2016-06-10GPU: use basic-shader for line-stippleCampbell Barton
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-08GPU: fix texface image w/ basic-shaderCampbell Barton
2016-05-22Use previous shading mode for border render in viewportSergey Sharybin
This way we can have border rendered part in the viewport and have everything else material/texture shaded.
2016-05-13Fix T47652: Texture shading mode fails to update material colorsCampbell Barton
2016-02-11Fix T47389: WPaint + texture entirely transparentCampbell Barton
2016-02-02Cleanup: rename uvflag -> flag for dm drawingCampbell Barton
Was called both, however this isn't mainly for uv's so just call 'flag'. Also remove redundant NULL check.
2016-02-02Partial Fix T47221: Sculpt Hide fails w/ texture drawingCampbell Barton
Support for skipping hidden faces in sculpt mode w/ texture drawing.
2016-01-27World textures displaying for viewport in BI.Alexander Romanov
This patch supports "Image or Movie" and "Environment map" types of world texture for the viewport. It supports: - "View", "AngMap" and "Equirectangular" types of mapping. - Different types of texture blending (according to BI world render). - Same color blending as when it lacked textures (but render via glsl). {F207734} {F207735} Example: {F275180} Original author: @valentin_b4w Regards, Alexander (Blend4Web Team). Reviewers: sergey, valentin_b4w, brecht, merwin Reviewed By: merwin Subscribers: campbellbarton, merwin, blueprintrandom, youle, a.romanov, yurikovelenov, AlexKowel, Evgeny_Rodygin Projects: #rendering, #opengl_gfx, #bf_blender:_next Differential Revision: https://developer.blender.org/D1414
2016-01-25Fix T47218: OpenGL render with missing alpha, due to recent OpenGL refactoring.Brecht Van Lommel
Patch by Ralf Hölzemer.
2016-01-03Get rid of yet another instance of DM_DRAW_OPTION_NO_MCOLAntony Riakiotakis
Logic here is weird. Generally, textured drawing overrides material color unless material uses object color instead? It doesn't make sense, material color is a material color whatever the circumstance. Repeating: idea as always is to push all those options out of per- polygon callbacks and make decisions such as color enable in the higher level functions.
2016-01-03Get rid of three needless instances of DM_DRAW_OPTION_NO_MCOL.Antony Riakiotakis
It would be good to get rid of this entirely, ideally decision about mcols can be taken at material level and not done per face. More work needs to be done for that to work though.
2015-12-12Cleanup: style/spellingCampbell Barton
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-06OpenGL: rename simple shader to basic shader.Brecht Van Lommel
2015-12-06OpenGL: isolate fixed function lighting in simple shader code.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-12-06OpenGL: pass flag to indicate of drawMappedFaces needs to use normals.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1645
2015-11-28OpenGL: rename GPU_enable_material to better indicate it's binding shaders.Brecht Van Lommel
2015-11-27OpenGL: fix cycles texture draw mode not respecting double sided lighting.Brecht Van Lommel
2015-11-25OpenGL: GLSL always supportedMike Erwin
In gpu lib: - GPU_glsl_support() always returns true - internal cleanup & comments Outside gpu lib: - remove check from various code, remove the “else” path - sprinkled a few C99-isms We can remove GPU_glsl_support() when BGE stops calling it.
2015-11-12Fix T46749: Texture paint & shadeless mode failsCampbell Barton
Using shadeless did nothing in texture-paint mode. (regression in 2.76)
2015-10-28Cleanup: warning/styleCampbell Barton
2015-10-28Follow up to previous commit, proper fix for T46284, incorrect TextureAntony Riakiotakis
shading in Texture paint mode and cycles
2015-10-28Revert "Fix T46284: Texture paint, wrong shading mode"Antony Riakiotakis
Should fix T46616 but will reintroduce T46284. The second, original bug needs different handling This reverts commit 904db487a7b14c31282fe0284612159a836657cd.
2015-10-14Fix T46284: Texture paint, wrong shading modeCampbell Barton
Project-paint now supports painting to cycles materials.
2015-10-11Fix warnings and remove casts by adding copy_vx_vx_uchar() functions.Brecht Van Lommel
2015-07-29CleanupCampbell Barton
2015-07-25GPU Buffers:Antony Riakiotakis
This commit begins implementation of the idea about hidden face separation outlined in http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh- We split hidden and visible faces to different parts of the triangle buffer. Mapped drawing will now skip iterating through hidden polys. Of course the final target, when all derived mesh types use VBO sorting, is to skip checking for hide flag per face completely. All faces will be pre-sorted anyway and we'll be able to draw them with one draw call.
2015-07-22Fix weight painting + mask not drawing in latest master.Antony Riakiotakis
Same issue as vertex painting - though one might wonder if we really need to set material on such occasions.
2015-07-17Only use material callback when enabledCampbell Barton
Vert/Face select in painting modes weren't drawing after recent changes.
2015-07-16Add tessellation data to DerivedMesh (LoopTri)Campbell Barton
This stores loop indices into the loop array giving easier acess to data such as vertex-colors and UV's, removing the need to store an MFace duplicate of custom-data. This doesn't yet move all internal code from MFace to LoopTri just yet. Only applies to: - opengl drawing - sculpting (pbvh) - vertex/weight paint Thanks to @psy-fi for review, fixes and improvements to drawing!
2015-07-16Optimize Vertex Color updateCampbell Barton
Avoid recalculating the material color when its the same as the last.
2015-07-14Move from MTFace to MTexPoly w/ texture checksCampbell Barton
Part of moving away from MFace.
2015-06-17Cleanup, use define instead of magic numberAntony Riakiotakis
2015-04-20Cleanup: use bool /w flag checksCampbell Barton
2015-04-10Don't use vertex colors in textured mesh display during texpaint.Antony Riakiotakis
Wasn't that irritating?
2014-12-02Tex Paint: hide selected face-mask edgesCampbell Barton
Internal selected edges were distracting when painting images. Also remove unused flag.
2014-11-29Cleanup: unused headersCampbell Barton
2014-11-28Cleanup GPU: get rid of some extremely legacy draw code.Antony Riakiotakis
Basically this commit gets rid of most of the derived mesh immediate mode drawing (cases such as subsurf excluded). Even when VBO is turned off in user preferences, we still use vertex arrays, which are very similar to VBOs but memory is client side. Vertex arrays are OpenGL 1.1 so compatibility is not an issue here. Reviewers: campbellbarton, sergey, jwilkins Differential Revision: https://developer.blender.org/D919
2014-11-27Addition/correction to previous commit:Antony Riakiotakis
subsurf needs the same modifications in its derived mesh function or materials don't get updated at all anymore.
2014-11-27Fix T42653, solidify modifier not displaying correctly under edit mode.Antony Riakiotakis
Basically, our drawing code assumed we always use the edit mesh materials, which can be different from the derived mesh materials in modifiers doing overrides. We usually we want to use the derived mesh when it is available instead. There are two fixes here for both solid and textured mode. Unfortunately the fixes do not help to make the display code less labyrinthian but I expect this "should work" (tm and famous last words) Solid mode fix is 95% from Bastien, thanks!
2014-11-20Fix T42647, vertex and weight painting mode do not display solid shadedAntony Riakiotakis
when VBOs is off.
2014-10-06Texture painting:Antony Riakiotakis
Do not generate materials/images/UVs if they are missing. Now we spawn a panel ("Missing Data") with operators to generate the missing data and pop a warning if user tries to paint without them. The reason we have reverted this is that it is too easy to end up with more textures than we wanted. It was impossible to enter texture paint without having textures added, and code makes too many assumptions about what user may want. Discussed during Sunday's meeting. This might be a candidate for 2.72a but I'm not sure how other artists will take this (and how refined and crash-free it is), better make a few iterations first. And for interested parties...test please, don't wait until after a release to poke with such issues. Also, add slot operator now adds a new unconnected image node in cycles. Only used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because it relies too much on changes done here and can be reverted easily if complainstorm occurs again.