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2017-05-21Cleanup: warningsCampbell Barton
2017-05-20Merge branch 'master' into blender2.8Campbell Barton
2017-05-20CMake: Use GCC7's -Wimplicit-fallthrough=5Campbell Barton
Use to avoid accidental missing break statements, use ATTR_FALLTHROUGH to suppress.
2017-05-19Remove unused functions after WITH_LEGACY_OPENGL cleanupDalai Felinto
2017-05-19Remove reference to WITH_LEGACY_OPENGLDalai Felinto
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.
2017-05-19Remove reference to SUPPORT_LEGACY_MATRIXDalai Felinto
Since the change to core profile this is no longer supported.
2017-05-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/versioning_270.c source/blender/depsgraph/intern/depsgraph_tag.cc source/blender/editors/mask/mask_draw.c
2017-05-19Fix empty-image draw sizeCampbell Barton
Was out of sync with 2.7x.
2017-05-19Remove use_display_lists optionCampbell Barton
2017-05-18Remove "Modern Viewport"Dalai Felinto
The "Modern Viewport" was an option in the Viewport panel that would use the new fancy wire frame code and some depth debugging functionality. This was introduced as a quick and dirty way to get the new drawing system showing in the viewport. Overtime we built a complete Draw Manager system, leaving this original approach deprecated which adds clutter to Blender code since it would be removed sooner or later. Note: The new fancy wireframes and related shaders (white out other objects) are still in Blender code, though you can't use them anymore. If we are to have any of those drawing options they should be integrated in the new draw manager, instead of integrated in the old drawing pipeline as it was originally coded.
2017-05-18Correct own error using u32 for back-buffer selectCampbell Barton
2017-05-18Fix T51538: Weight-paint circle select w/ clippingCampbell Barton
2017-05-17Use byte color for selection drawingCampbell Barton
Some small advantage to using 1/4 sized data-type.
2017-05-17Correct flag when drawing editmode face selectCampbell Barton
Own error in updating select code.
2017-05-10Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2017-05-10Fix T51354: Final take on multi-view (single view) issuesDalai Felinto
We now handle selection and transform manipulators (kudos to Julian Eisel to help hunting down the latter).
2017-05-10Fix multi-view (single camera) selectionDalai Felinto
2017-05-10Fix multi-view (single camera) manipulators selectionDalai Felinto
2017-05-10Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
Note: Depth placement was working already for BI, and althugh this commit breaks it for it, it makes it work for the draw manager engines.
2017-05-10Fixup for multi-view single eye viewport issuesDalai Felinto
In d2f1f80a6fa I was always calling view3d_main_regio_setup_view with NULL matrices, which is not always correct.
2017-05-10Partial fix to Multi-View single eye issues in viewportDalai Felinto
Handling depth loop for now (3d cursor positioning). Selection is a bit more tricky. Reported on 51354
2017-05-05Use immediate mode for back-buffer selectionCampbell Barton
Needed so selection works with core profile.
2017-05-05Merge branch 'master' into blender2.8Campbell Barton
2017-05-05Remove redundant backbuffer/transform checkCampbell Barton
Transform no longer uses backbuffer for snap.
2017-05-04Cleanup: include the type of data in function nameCampbell Barton
Was confusing, some functions return vert or triangle data but naming wasn't very clear.
2017-05-04Use mesh draw cache for back-buffer selectionCampbell Barton
Vertex/weight paint now work with core profile, resolves T51380.
2017-05-04Draw Manager: Implement render info for external enginesDalai Felinto
This can be used by any engine actually. For example to give feedback regarding probe caching in Eevee, .... Unline master, we try to conciliate both the original viewport info (FPS, view name) and the render info. Note: I had to split the function in two because the camera alpha passepartout is handled inside the view3d_draw_region_info function. Review: Campbell Barton and Clement Foucault. Thanks to Sergey Sharybin and Pablo Vazquez for some of the design discussions.
2017-05-04Remove cpackCampbell Barton
Places where it's removed are already replaced by newer logic.
2017-05-04Fix relationship lines visibility test for legacy viewportDalai Felinto
2017-05-03Move GPU compositing out of draw-manager off-screen drawingCampbell Barton
Also no need to use VP_legacy_ prefix here.
2017-05-03Cleanup: move off-screen drawing to view3d_draw.cCampbell Barton
Since offscreen drawing now uses draw engine, this doesn't need to be considered legacy. Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c this is generally not accepted, so its only dont where there are checks for new/old engine. Functions exposed to do this use a VP_deprecated prefix.
2017-05-02Cleanup: consistent arg orderCampbell Barton
2017-05-02Draw Manager: OpenGL render supportCampbell Barton
Works for clay-engine but doesn't draw objects with eevee.
2017-05-02Cleanup: use depsgraph for scene/layer accessCampbell Barton
2017-05-02Cycles integration with Draw ManagerDalai Felinto
We can now use object and other modes on top of Cycles. Since we are now always on "render_to_view" (old Rendered mode), the pause button is always visible.
2017-05-02Add scene argument for notifiersCampbell Barton
From workspaces branch
2017-05-01Reworked version of dashed line shader.Bastien Montagne
Using geometry shader allows us to get rid of the 'line origin' extra vertex attribute, which means dashed shader no longer requires fiddling with those vertex attributes definition, and, most importantly, does not require anymore special drawing code! As you can see, this makes code much simpler, and much less verbose, especially in complex cases. In addition, changed how dashes are handled, to have two 'modes', a simple one with single color (using default "color" uniform name), and a more advanced one allowing more complex and multi-color patterns. Note that since GLSL 1.2 does not support geometry shaders, a hack was added for now (which gives solid lines, but at least does not make Blender crash).
2017-04-29Cleanup: comment blocksCampbell Barton
2017-04-29Merge branch 'master' into blender2.8Campbell Barton
2017-04-29View3D: support both orbit select & depthCampbell Barton
When using both preferences, use cursor depth when nothings selected.
2017-04-28Merge branch 'master' into blender2.8Campbell Barton
2017-04-28Fix T51324: Auto-Depth fails rotating out of cameraCampbell Barton
2017-04-27OpenGL: early exit from functions that don't mix with core profile Mike Erwin
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
2017-04-27Add back text color for legacy drawingCampbell Barton
2017-04-27OpenGL: stop enabling GL_TEXTUREMike Erwin
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
2017-04-27Merge branch 'master' into blender2.8Campbell Barton
2017-04-27Cleanup: remove unused matrix argCampbell Barton
2017-04-26Getting rid of setlinestyle: armature drawing code.Bastien Montagne
Firts usage of 3D version of new dashed line shader... Though not sure whether that code will be kept for long?
2017-04-262D dashed line shader: changed to use viewport side instead of scale.Bastien Montagne
The scale version was working(ish), but it was not really extendable to a 3D line version of the shader. Also note that sequencer view still keeps its 'UI scale' adaptation (dashes grow together with UI scale setting). Would be nice to do that everywhere ultimately imho, but nothing urgent here.
2017-04-26Pass graph to depth functionsCampbell Barton