Age | Commit message (Collapse) | Author |
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in Sculpting mode
Was caused by 6276726, so for the time being revert the optimization part of change.
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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.
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This way we avoid regression of sculpt mode shading.
Hopefully now it's all fine.
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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.
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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
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This way we can have border rendered part in the viewport and have
everything else material/texture shaded.
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Was called both, however this isn't mainly for uv's so just call 'flag'.
Also remove redundant NULL check.
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Support for skipping hidden faces in sculpt mode w/ texture drawing.
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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
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Patch by Ralf Hölzemer.
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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.
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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.
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Differential Revision: https://developer.blender.org/D1645
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Differential Revision: https://developer.blender.org/D1645
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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.
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Using shadeless did nothing in texture-paint mode.
(regression in 2.76)
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shading in Texture paint mode and cycles
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Should fix T46616 but will reintroduce T46284.
The second, original bug needs different handling
This reverts commit 904db487a7b14c31282fe0284612159a836657cd.
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Project-paint now supports painting to cycles materials.
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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.
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Same issue as vertex painting - though one might wonder if we really
need to set material on such occasions.
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Vert/Face select in painting modes weren't drawing after recent changes.
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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!
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Avoid recalculating the material color when its the same as the last.
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Part of moving away from MFace.
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Wasn't that irritating?
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Internal selected edges were distracting when painting images.
Also remove unused flag.
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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
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subsurf needs the same modifications in its derived mesh function or
materials don't get updated at all anymore.
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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!
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when VBOs is off.
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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.
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