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2012-10-23Fix #32943: sculpt mode draw crash with VBO and flat shaded, hidden faces.Brecht Van Lommel
2012-10-22Fix #32522: Object's diffuse color not showing in Sculpt ModeSergey Sharybin
Added option to display object's diffuse color multiplied by sculpting mask. This option could be found in Options panel of toolshelf when in sculpting mode. Thanks to Nicholas and Brecht for reviewing the patch!
2012-10-20Fix for drawing meshes with VBOs disabled in sculpt modeNicholas Bishop
* This is another fix for r51118. Was drawing flat-shaded GPU buffers with VBOs even when VBOs were disabled in the preferences.
2012-10-19Fix for VBO drawing in multires sculptingNicholas Bishop
Was a mistake in a code cleanup commit, r51118. Fixes bug [#32919] Sculting performance regression in svn_51118 projects.blender.org/tracker/?func=detail&aid=32919&group_id=9&atid=498
2012-10-06Improve flat-shaded VBO drawing for sculpt meshesNicholas Bishop
Separate vertex copies are now made for flat-shading, such that the normal is correctly flat-shaded. The element index buffer is not created in this case.
2012-10-06Code cleanups for PBVH GPU buffersNicholas Bishop
* De-duplicate GPU code to check if VBO should be used. * Add a flag to indicate if the buffer should be drawn smooth or not, rather than checking each time the node is drawn.
2012-10-01Fix: gpu_colors_enable could cause 3d display corruption because it always ↵Antony Riakiotakis
enables glColorMaterial. Make sure to call gpu_colors_disable even if we don't have a mask layer, to match gpu_colors_enable above
2012-10-01mask data is no longer automatically added when sculpting (except when there ↵Campbell Barton
is a multi-res modifier).
2012-09-30Revert changes made to support diffuse color when sculptingSergey Sharybin
This changes are not stable enough and trying fix it could backfire in some other regressions which isn't wanted so much close to the release. This means objects will have gray color as diffuse which becomes darker in masked areas for 2.64. Proper fix is aimed for 2.65. This commit reverts 50827 and 50898.
2012-09-26Fix #32663: Sculpt masks are too darkSergey Sharybin
Scaled mask multiplier to 0.25..1.0 instead of 0.0..1.0.
2012-09-23Fix #32522: Object's diffuse color not showing in Sculpt ModeSergey Sharybin
It was missing since sculpting mask implementation. Now object's color would be multiplied by sculpt mask value. For VBOs it's done by storing final color in VertexBufferFormat and mimic behavior of setMaterial callback for getting current diffuse color. For non-VBOs diffuse color is getting from current OpenGL context.
2012-07-17code cleanup: spellingCampbell Barton
2012-06-05Fix #31593: Every time I switch between edit and object mode, it crashesSergey Sharybin
Crash was caused by incorrect restoring OpenGL context due to some weird bit operations used to indicate whether stuff like color arrays is initialized resulting in some unpredictable results on different platforms and drivers.
2012-05-28style cleanup: defines with bracesCampbell Barton
2012-05-23style cleanupCampbell Barton
2012-05-22Fix memory leak when deleting all vertices from mesh with certain modifiers ↵Antony Riakiotakis
(bevel and array among them) and VBO are enabled.
2012-05-17style cleanup: block commentsCampbell Barton
2012-05-11style cleanup: mainly sculpt/whitespaceCampbell Barton
2012-05-11Add mask-drawing support to GPU_Buffers.Nicholas Bishop
This is the last commit of the sculpt masking merge. Documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/PaintMasks Thanks to Brecht for reviewing! * For VBO, add color to the VertexBufferFormat structure as three unsigned bytes. Since mask elements are scalar the three color components are identical to eachother, but the fixed-function OpenGL pipeline requires colors to be either three or four components. * For the same reason, multires VBO drawing now copies into the VertexBufferFormat format as well. * Regression: material colors will not show up correctly now, masks colors are overriding. Not sure how to fix this nicely (would be much easier to fix if drawing with vertex shaders.) * Also, masks will only draw PBVH drawing, so only 'solid' drawing will work correctly with masks.
2012-05-11Use VertexBufferFormat for multires VBO.Nicholas Bishop
2012-05-11Replace hardcoded DMGridData structure with CCGElem/CCGKey.Nicholas Bishop
* Changes to DerivedMesh interface: DMGridData has been removed, getGridData() now returns an array of CCGElem pointers. Also added getGridKey() to initialize a CCGKey (implemented only by CCGDerivedMesh.) * PBVH: added BLI_pbvh_get_grid_key(). * A lot of code is affected, but mainly is just replacing DMGridData.co, DMGridData.no, and sizeof(DMGridData) with the CCG_*_elem functions, removing the reliance on grid elements of exactly six floats.
2012-05-09style cleanup: whitespace/operatorsCampbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-04-22style cleanup: commentsCampbell Barton
2012-04-03stule cleanup: edits for files which were recently cleaned up.Campbell Barton
2012-03-30fix [#30643] Crasher on entering edit mode with VBOs enabledCampbell Barton
2012-03-24style cleanup: pep8, indentationCampbell Barton
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-22Renaming CD_WEIGHT_MCOL/MLOOPCOL and their masks from WEIGHT to PREVIEW, as ↵Bastien Montagne
this layer is now also used for various preview tasks in Object mode. “Cleanup” commit, no functional changes.
2012-03-17Fix for size of VBO index type when drawing multires in sculpt mode.Nicholas Bishop
The VBO index type can be either ushort or uint depending on the grid size. The comparison was checking how many quads are in the array, but this was incorrect; the size of the index elements should depend on the maximum value they reference, i.e. the maximum coord/normal element.
2012-03-16Fix for multires VBO drawing in sculpt mode.Nicholas Bishop
Forgot to use return value of function creating the index buffer.
2012-03-14Fix some errors in partial visibility drawing.Nicholas Bishop
Also changed show-in-border key to SHIFT+H as suggested by Daniel Salazar.
2012-03-14Skip hidden elements in PBVH iterator, raycast, and drawing.Nicholas Bishop
2012-03-09Optimize index buffers for multires drawing in sculpt mode.Nicholas Bishop
All multires grids have exactly the same ordering, so rather than allocate a new index buffer for each PBVH node, just allocate one that can be reused for every grid. This requires more draw calls (one per grid rather than one per PBVH node), but less graphics memory.
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-07Code cleanup: use typedefs for DerivedMesh drawing callbacks.Nicholas Bishop
There are still fairly bewildering set of callbacks being tossed around, but it's at least a little less verbose now.
2012-03-06Draw individual face's material and shading correctly in the PBVH.Nicholas Bishop
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).
2012-03-06Code cleanup: remove unused drawFacesColored from DerivedMesh.Nicholas Bishop
This function pointer isn't called anymore, so removing it and the cddm/ccgdm/gpu code associated with it.
2012-02-28Bugfix: avoid reading from an OpenGL buffer mapped write-only.Nicholas Bishop
When set to solid-shading, GPU_update_grid_buffers was calling normal_quad_v3 to output into a mapped buffer, but normal_quad_v3 reads as well as writes. This fix actually makes a huge performance difference with my drivers (Gallium/Radeon).
2012-02-23Bugfix: don't read from a write-only VBO when updating grid buffers.Nicholas Bishop
2012-02-23Code cleanup: de-duplicate code in GPU_build_grid_buffers() with a macro.Nicholas Bishop
2012-02-23Code cleanup: don't use GHash for GPU_build_mesh_buffers().Nicholas Bishop
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.
2012-02-21Another fix for non-VBO flat-shading in sculpt mode, this time for ↵Nicholas Bishop
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.
2012-02-21Remove call to GPU_update_mesh_buffers from GPU_build_mesh_buffers.Nicholas Bishop
Building the mesh buffers already gets the PBVH_UpdateDrawBuffers flag set, so this was double-updating the vertex buffer.
2012-02-21Fix normals for flat-shaded non-VBO sculpt drawing.Nicholas Bishop
Example here, original on left, fixed normals on right: http://www.pasteall.org/pic/show.php?id=26925
2012-01-03svn merge ^/trunk/blender -r43062:43085Campbell Barton
2012-01-02Remove some silly variable copies that stuck around from a previous refactor.Nicholas Bishop
2011-12-28more changes from bmesh into trunk (mesh mpoly strict member)Campbell Barton
2011-11-30More DM func renames, fixing some build breaks, renaming more stuff, also ↵Andrew Wiggin
seems like it might be fixing the recent CDDM_copy corruption/leak bug