Age | Commit message (Collapse) | Author |
|
Now clicking a cached dupli instance also selects the duplicator object
as expected.
|
|
|
|
|
|
- Correct logic converting radius to view distance.
- Wasn't taking view-zoom into account converting lens to angle.
- Support framing the selection in the camera bounds (for camera locked views).
Add ED_view3d_radius_to_dist to handles these details.
|
|
overriden data that is owned by the cache.
This is not at all nice ... Hopefully it doesn't get too complicated to
work around all these drawing code and depsgraph issues, so the code
can be understood and replaced at some point in the future.
|
|
can be freed at any point.
Luckily we only need the boundbox locally for testing dupli visibility.
|
|
later duplis can not be found in the cache.
|
|
|
|
|
|
duplis.
Particle systems can not be overridden from caches easily, there are too
many strings attached to the data and code to make this reliable.
Instead, a new simplified data structure for reading hair from caches
will be added, which replaces drawing and rendering of particle data.
The original particle data is not updated through duplis, so is usually
out of sync and should not be displayed.
|
|
using the original Object's bb.
|
|
animating
Make sure preview render job is cancelled before freeing the render engine
associated to the viewport.
|
|
If a duplicator has cached data it will now replace the derivedFinal
mesh of objects with the cached version for drawing.
This is a compromise atm: It would be better to actually draw derived
meshes directly, so that we don't have to modify objects. Then we could
also have multiple different instances of the same orignal object
(in whatever way these might be defined). DNA Objects would then be
totally separate from duplis, but at this point the drawing and render
code makes this unfeasible.
|
|
Pressing Numpad9 now orbits to the opposite side in any viewport,
with the advantage that it can switch locked-quadview axis to their opposite side.
|
|
|
|
|
|
|
|
|
|
transparent, it will render sky/transparent, regardless of the "show
world setting".
|
|
|
|
Was using draw-type when drawing BGE collision bounds.
|
|
|
|
|
|
Also don't use pose-bone transform unless the user is in pose-mode.
|
|
|
|
|
|
|
|
|
|
Curves could leave glFrontFace in an unknown state.
|
|
Naming here is slightly misleading. We have:
* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.
Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:
* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF refers to the number of integers in the selection buffer
Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
|
|
Show World will now influence if world is rendered in opengl rendering.
This is a little undefined according to blender history, since sky used
to always be drawn when offscreen rendering, as if "Only Render" was
ticked. Since if we don't draw sky in that case there's no valid color
really (and using theme colors is not so nice) we just draw transparent
background.
|
|
de-duplicate active center calc between transform & snap-to-selected.
|
|
|
|
rendering.
|
|
|
|
|
|
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
|
|
for figuring out a simple solution to that :)
|
|
= Hide 3D Cursor in Paint Modes (with exceptions)
In paint modes, the 3D Cursor mostly is rather useless so it's more annoying than useful. This patch aims to hide the cursor in cases it's not used.
Included exceptions (cases where cursor is drawn in paint modes):
* Active object is in weight paint mode and a selected bone in pose mode can be found
* Clone brush (only if //Clone from paint slot// is disabled)
There might be more exceptions where the cursor should be shown in paint modes, but those are all I could find for now. Feel free to hint me for more.
Note: After D1110 was rejected, Campbell and me discussed this a bit more on IRC and agreed that this behaviour might be a good solution.
Reviewers: psy-fi, campbellbarton
Reviewed By: psy-fi, campbellbarton
Projects: #user_interface
Differential Revision: https://developer.blender.org/D1113
|
|
|
|
We need to turn off restore depth mask in transparency.
|
|
Draw the grid last with depth masking disabled. That should have no ill
effects otherwise as far as I can tell except from some exceptional
cases (axis lines over grid) but this is hardly annoying.
Generally to properly solve such issues we need to have a better render
pipeline with wire objects/materials being drawn after compositing. This
is not impossible but for now doing it the simple way.
|
|
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.
Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.
Off screen rendering will use the settings of the current camera.
WIP documentation can be found here:
http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
|
|
|
|
|
|
Write objects center point to the nearest depth.
|
|
|
|
(T34583) with minor changes. Thanks for the patch!
|
|
|
|
bounds instead of window bounds). Fixes remaining part of T43346
|