Age | Commit message (Collapse) | Author |
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There are still fairly bewildering set of callbacks being tossed
around, but it's at least a little less verbose now.
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Previously, the shading and material was set once per PBVHNode when
drawing. This is still the case, but PBVHNodes are now built to
contain only one material and shading mode.
This is done with an extra partitioning step; once the number of
primitives in the node falls below the PBVH leaf limit, it's
primitives are checked for matching materials. If more than one
material or shading mode is present in the node, it is split and
partitioned (partitioned by material rather than 3D location.)
Given a sufficiently 'annoying' input, like a dense mesh with
thousands of materials randomly scattered across it, this could
greatly increase PBVH build time (since nodes might end up containing
a single primitive), but in general this shouldn't come up.
In order to support materials for grids, the CCGDM is building another
grid array (of DMFaceMat structs). This could be used to replace
CCGDM.faceFlag for some small memory savings (TODO).
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This function pointer isn't called anymore, so removing it and the
cddm/ccgdm/gpu code associated with it.
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added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
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At the point where GPU_build_mesh_buffers is called, the
face_vert_indices map has already been built; it contains the same
data in an easier-to-access format.
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non-multires meshes.
As with multires, this change calculates face normals rather than
using vertex normals when the node is flat-shaded.
Flat-shading with VBO on non-multires meshes is still wrong, but
fixing that would require larger changes to our vertex buffers.
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Building the mesh buffers already gets the PBVH_UpdateDrawBuffers flag
set, so this was double-updating the vertex buffer.
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"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"
also remove NaN references from files that have been added since blender went opensource.
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Small type cleanup, use `GPU_Buffers *' rather than `void *'. Should
be no functional changes.
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http://markmail.org/message/fp7ozcywxum3ar7n
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This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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for consistency.
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