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2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-29Correct own regression drawing lamp outlineCampbell Barton
2014-04-29Code cleanup: avoid sin/cos calls when drawing sun lampCampbell Barton
2014-04-26Code cleanup: use 'const' for arrays (editors)Campbell Barton
2014-04-23Quiet warningsCampbell Barton
2014-04-23Fix T39781: Autosmooth feature: erroneously showing hidden vertices' normals ↵Bastien Montagne
too when in "vertex per face" display So, turned out after all we need a foreachmapped helper for loops as well... :/ CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a bad working solution (see D478). So I fallback to a code similar to CDDM one. Probably not nice for performances, but loops and subsurf are not matching well... Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D478
2014-04-23Blender Internal: Add material property "Cast" which can disable both ray ↵IRIE Shinsuke
and buffer shadows. Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
2014-04-21Object drawing: test the flag, without comparing the valueCampbell Barton
2014-04-20Code cleanup: correct abs useCampbell Barton
also minor cleanup to rotation code
2014-04-17Fix T39765 crash on text with generative modifiers.Antony Riakiotakis
2014-04-17Code cleanup: use bools for DMCampbell Barton
2014-04-17Fix mistake in recent DM material changesCampbell Barton
2014-04-17Viewport Text Drawing: replace single allocs with a memarenaCampbell Barton
- pass label strlen since in many cases its already known. - use single linked list for cached text drawing. - add BLI_link_utils.h for single linked list macros. own tests give approx 22% overall speedup.
2014-04-15Style cleanup: C & pep8Campbell Barton
2014-04-13Split Normals I (1/5): basis for split normals (nearly nothing user-visible ↵Bastien Montagne
here): * Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf). EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit. * Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it (tessellation, rna access, etc.). * Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding this option is now incoherent, will be addressed in a separate commit. Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D365
2014-04-11Drawing: use const for wire colorCampbell Barton
2014-04-11API Cleanup: Use BKE_constraint prefix for constraint apiCampbell Barton
2014-04-10More instances of needed material initialization.Antony Riakiotakis
2014-04-09Back buffer selection needs updates to materials.Antony Riakiotakis
2014-04-09View3D: disable LOD when game engine is disabled or ifdef'dCampbell Barton
2014-04-09Add material storage to derivedmesh.Antony Riakiotakis
The variables are considered invalid unless DM_update_materials is called prior to use. Only use case currently is mesh drawing. This helps with excessive allocation on the stack during GPUObject creation, but may help elsewhere in the future as well.
2014-04-08Matcaps.Antony Riakiotakis
Instead of setting color every time, just set it on material enable. Handles all cases of surfaces. Thanks to Campbell for pointing out!
2014-04-07Fix T39626 Matcaps not working in edit mode.Antony Riakiotakis
Set a while color before the draw call. This will be ineffective in GLSL but will affect matcaps.
2014-04-01Make matcaps suck lessAntony Riakiotakis
This commit does various changes for matcaps: One is taking advantage of drawing with pbvh (which would only happen with dyntopo previously) and drawing with partial redraw during sculpting. The second one is support for masks. To make this work in the special case of multires, which uses flat shading, I use the only available flat shaded builtins in OpenGL 2.0 which are color and secondary color. Abusing colors in that way is also essential for flat shading to work if we are to use pbvh draw in multires, since it is the color that is being interpolated flatly, not the normal (which can only interpolated smoothly). The pbvh drawing code for multires used last triangle element's normal to compute the shading which would only produce smooth results. This could change if we did the shading in the vertex shader for flat shaded primitives, but this is more complex and makes it harder to have one shader to rule the mole. Also increased the brightness of the default diffuse color for sculpting. This should be useful since artists like to tweak the lighting settings and it will give them the full dynamic range of the lights, but also it helps with correct brightness of sculpted matcaps. Reviewers: brecht Differential Revision: https://developer.blender.org/D435
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-21Fix T39305: Matcap Crash when using Material Nodes in Blender InternalSergey Sharybin
This is a regression in d34d745, texture painting didn't set is_paint if draw type < DT_SOLID which is weird.
2014-03-20View3D: avoid matrix multiply using ED_view3d_boundbox_clipCampbell Barton
2014-03-20Error in last commitCampbell Barton
2014-03-20Vertex Paint: inverted line drawing, white lines were often hard to seeCampbell Barton
2014-03-11Fix T39101: Can not select object on backface by clicking when Matcap is onSergey Sharybin
2014-03-07Removing ParticleSystem->frand arrays to avoid memory corruption issuesLukas Tönne
in threaded depgraph updates and effector list construction. Gathering effectors during depgraph updates will call the psys_check_enabled function. This in turn contained a DNA alloc call for the psys->frand RNG arrays, which is really bad because data must be immutable during these effector constructions. To avoid such allocs the frand array is now global for all particle systems. To avoid correlation of pseudo-random numbers the psys->seed value is complemented with random offset and multiplier for the actual float array. This is not ideal, but work sufficiently well (given that random numbers were already really limited and show repetition quite easily for particle counts > PSYS_FRAND_COUNT).
2014-03-01Code cleanup: correct abs use and quiet warningsCampbell Barton
2014-02-26Fix 3D tracks to mesh not aligning mesh properlySergey Sharybin
Also fixed wrong frame number used for reconstructed object visualization in 3D viewport.
2014-02-26Paint API: add BKE_paint_select_elem_test: to check on paint selectionCampbell Barton
2014-02-17Make it so missing curve cache doesn't crash in sequencer previewSergey Sharybin
2014-02-12Fix/workarond for scenes rendered for sequencer previewSergey Sharybin
This is really a workaround which brings back direct display list creation from drawing code. This is rather nasty to do but proper solution would require some major sequencer redesign.
2014-02-12Revert own previous commit rBe2f9afbaabbd.IRIE Shinsuke
The "Cast Shadows" worked as expected, but it can cause problem in some cases. For example, when using strand render, we need disabling only buffer shadows, but the previous changes made that impossible. "Cast Shadows" should be added as a newly created option.
2014-02-11Blender Internal: Modify material property "Cast Buffer Shadows" to affect ↵IRIE Shinsuke
ray shadows also, and rename it to "Cast Shadows". This allows us to make materials that don't cast ray shadows. Turning off this property can reduce the rendering time slightly. Note: RNA path is changed to "use_cast_shadows" as well. The older path "use_cast_buffer_shadows" still can be used as its alias, but it will be removed after updating some addons. Reviewed By: brecht Differential Revision: https://developer.blender.org/D272
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton
2014-02-06Fix lamps drawing only partially in OpenGL render.Brecht Van Lommel
It should draw lamps entirely, this happened due to hack to hide object centers.
2014-02-05Fix T35810: Texture faces display white in 3D view, when used as a Particle ↵Sergey Sharybin
Object This in fact seems some kind of video driver limitation, because it worked fine on windows but failed on linux here. The guess is that textures doesn't always work on display lists, or we simply do have some wrong OGL context somewhere. This is a workaround for until bigger viewport draw refactor is done (as Brecht mentioned display lists are deprecated in new OGL anyway).
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-28Viewport Drawing: apply matcaps to all objectsCampbell Barton
2014-01-28Code cleanup: remove check for painting non-mesh objects (its impossible)Campbell Barton
2014-01-27Code cleanup: use booleans where appropriateCampbell Barton
2014-01-27Curves: save active point to fileKevin Mackay
Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code. - Made active point access functions into BKE API calls. - Fixes operators where curve de-selection resulted in unsel-active point. - Split curve delete into 2 functions
2014-01-17Code cleanup: fix gcc/clang compiler warning in release build.Brecht Van Lommel
2014-01-16Code Cleanup: style and redundant castsCampbell Barton
2014-01-16Code Cleanup: simplify matcaps checks and quiet warningCampbell Barton
2014-01-15Fix text overlap when using edge angle & lengthCampbell Barton
From D193 by Ron Davis with some edits.