Age | Commit message (Collapse) | Author |
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The redundant terms were harmless but check an expression we already
know to be true (from earlier in the same conditional).
Found by PVS-Studio T48917
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Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
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This avoids bad-level calls.
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Replaces `G.is_rendering` with `use_render_params` argument.
This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
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Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed.
Since this was called on redraw, in many cases it was doing it unnecessarily.
Now pass in a custom-data mask and only fill in deform-verts when needed.
Gives noticeable drawing speedup (~10-30% here).
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Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step.
This was broken, since delayed transp drawing list is always handled **before** delayed xray one.
After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base.
Also added asserts that those afterdraw list are empty at end of drawing step, should help
avoiding that kind of issue in future.
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Stipple isnt left on during object drawing
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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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Regression in GL refactor
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Partially revert e29a5ba6
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wmOrtho2_region_pixelspace and wmOrtho2_region_ui were doing exact same thing since rBSa86482f81cf3.
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Don't use materials when showing weight colors.
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Was drawing wire when mixed with non-wire nurbs.
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Also reduce context switching
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Note, there are still cases where nurbs surfaces display double line width,
but this isn't a regression from previous releases.
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Removed this glLineWidth call in rBe8d7a0206e99, thought it wasn't needed. Really hope this was the last line width issue for now :/
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elements
We now simple set glLineWidth to 1 once before drawing objects. This way we don't have to do it all over.
Fixes T47396.
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Selected/Active curves were drawn with too high line width in Object mode.
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Now axis letters are view aligned.
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not used.
This is kinda how it was in the openvdb branch but was accidentaly put
in the adaptive domain draw scope during final review.
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simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
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Incidentally, one of the removed glBegin(GL_LINE) calls should’ve used
GL_LINES with an S, which was a GL_INVALID_ENUM error.
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Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
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Calculate the clipped min/max factor along the segment,
only applying to the coordinates at the end (will give better precision too).
Also make split input/output args.
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so that all points here are drawn between one Begin/End pair.
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I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
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- set uniform colors outside of loop
- replace glBegin/End with DrawRangeElements
- use GL_LINES when drawing single lines
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- no need to allocate client memory up front
- delete unneeded GL calls
- set default alpha test function on exit
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- for loop scope
- tighter scope on local vars
- more bool
- more const
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need it.
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