Age | Commit message (Collapse) | Author |
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while studying GPU lib
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Before this was hardcoded to 32, which I think was incorrect because
this is used to store a customdata layer name.
Reviewers: psy-fi, campbellbarton, sergey
Reviewed By: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D1040
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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Used this in GPU module to clarify what some "ints" really are.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1026
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Those variables would get declared on fragment shader level and since we
use reserved opengl variables, some compilers would throw an error
(NVIDIA allows, some ATI compilers may break). Instead, use a separate
opengl built-in category especially for them. This works on NVIDIA, and
will wait for tests of this commit from ATI users.
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Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport
Implementation notes:
- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
(It's mostly intended to aid modeling/sculpt)
- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
won't affect rendering or materials.
- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender.
It doesn't take memory or cpu time, until you use it.
- Brush Icons and Matcaps use same code now, and only get generated/allocated on
actually using it (instead of on startup).
- The current set might get new or different images still, based on user feedback.
- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get
freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.
- Loading own matcap image files will be added later. That needs design and code work
to get it stable and memory-friendly.
- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
Material previews, which has its limits... especially for textured previews the
normal-mapped matcap won't look good.
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not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.
Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
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color managed.
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Blenderplayer from crashing on exit and restart.
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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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http://markmail.org/message/fp7ozcywxum3ar7n
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shader = gpu.export_shader(scene,material)
Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data.
The full documentation is under sphinx.
Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
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'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
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global, passing along enable/disable mipmap setting through
various functions instead.
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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