Age | Commit message (Collapse) | Author |
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Having 'flag, flag2, flag3' is getting out of hand especially
when we support increasing the size of types.
Make flag2 into an int.
Note, this looses the 'show world' option,
but it's not such an important setting.
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Missing Main pointer in recent refactor/cleanup of G.main usages...
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This commit actually adds some G.main... but at much, much higher level
than the ones it removes, so should still be better ;)
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Sometimes one needs a *lot* of changes for a single G.main... :/
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Needed to implement multiple edit-objects.
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Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
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Some of these API's can have 3D versions, explicitly name them 2D.
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- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
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Also make some args const
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The title says it all actually, controlled with DoF check box next to textured
solid check box.
Thanks Campbell for review!
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This is fully unreadable to have lots of boolean arguments scattered across the
whole argument list. What does `false, true, true` mean in terms of behavior?
Replace those with bitfield which has advantage of having more human readable
meaning.
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In 2.8x this needs to be in view3d_opengl_select,
so simplest to make in master too.
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Yet another case where theme could be used uninitialized.
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Clicks events before first draw would assert,
unlikely to cause user visible errors but
would assert in UI_ThemeGetColorPtr.
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Regression in 195d0fba
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We now handle selection and transform manipulators
(kudos to Julian Eisel to help hunting down the latter).
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In d2f1f80a6fa I was always calling view3d_main_regio_setup_view with
NULL matrices, which is not always correct.
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Handling depth loop for now (3d cursor positioning). Selection is a bit
more tricky.
Reported on 51354
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Useful for splitting out draw logic in 2.8x
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Selection loop would draw the selection ignoring xray.
Now draw in a separate pass after clearing the depth buffer,
as with regular drawing.
Also disable depth sorting,
caller can sort the hit-list by depth if needed.
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It wasn't all that clear why both pixel-sizes are needed.
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Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.
(equivalent to rB78abbdf26451 on blender2.8 branch)
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GPencil keyframes
when there was no active object
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When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
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Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810
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This avoids bad-level calls.
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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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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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Also make return args explicit.
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Own changes in 2.77 broke off-screen render with scene render size doesn't match output.
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Just follow setting and don't take world-background into account.
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Once a dupli had a valid bbox, that bbox would be used for all following objects
without bbox, instead of skipping clipping check.
Issue unveiled by rB3fa0a1a5bc0ff2, but not related at all (in fact, bug was present before that commit).
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This only happened when looking through camera which is only selected object. Reported @quollism, thanks :)
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prefs.
Now store the multisample setting each window was created with.
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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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