Age | Commit message (Collapse) | Author |
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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We only keep this as a way to get GPU_stubs to run, in case we want to do a
throughout cleanup in the codebase and want code using legacy calls to
fail to build.
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Since the change to core profile this is no longer supported.
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These parts will not be part of final viewport, but are called indirectly during the transition. To avoid runtime errors on core profile, exit early -- functions effectively do nothing.
I put the early exits inside the functions to avoid cluttering the code that calls these. But (long term) the calling functions need to change.
Basic shader's detect_options function was unused and full of old, so I deleted it.
Part of T51164
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Texturing is always enabled in GLSL. Simply use a sampler in the shader.
Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.
Part of T51164
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There is only two places which are using texture matrix mode:
- Tiled tface support.
- Texture shading mode for texture mapping.
Both cases are subject for reconsideration: it is likely that we'll be getting
rid of tface, which means game properties like tiles needs to be revisited
anyway. As for texture shading it is using basic shader which is also not
supported by core profile anyway.
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New matrix API does not support texture matrices. Not sure what the final code will look like, but this at least avoids interference with new ModelView matrix.
Marked each line with TEXTURE so they can be disregarded during searches.
Related to T49450
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Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c.
This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left.
glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon.
Part of T49450
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There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
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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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