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AgeCommit message (Collapse)Author
2012-12-28style cleanupCampbell Barton
2012-12-21replace MIN/MAX 3,4 with inline functionsCampbell Barton
2012-12-21DDS compressed textures now make use of the anisotropic filtering setting.Mitchell Stokes
2012-12-20Fix #33630: DDS compressed textures were not actually using mipmaps for ↵Brecht Van Lommel
minification.
2012-12-15Attempted fix #33546: GPU mipmap generation is not working on some ATI cards,Brecht Van Lommel
causing textures to be missing in textured draw mode. There is apparently a bug in the ATI drivers, committed a workaround for that now. http://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation
2012-12-11define the size of matrix args for both rows/cols.Campbell Barton
2012-12-05Fix #33417: add back GPU Mipmap Generation option, apparently with this disabledBrecht Van Lommel
it takes up less memory on some cards, still unclear why.
2012-12-02Fix #33376: non-square DDS textures were mapped wrong in the viewport / game ↵Brecht Van Lommel
engine.
2012-11-28GPU: remove GPU Mipmap Generation option and just always enable it, it's an oldBrecht Van Lommel
OpenGL 1.4 feature that is stable, there's no reason not to use it. Also fixed GPU mipmap generation not working in the game player.
2012-11-15Image thread safe improvementsSergey Sharybin
This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
2012-10-30style cleanupCampbell Barton
2012-10-25Fix issue after commit 50282: float texture painting non-color data textures didBrecht Van Lommel
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.
2012-10-25Better fix for #32837: DDS compressed textures now no longer need to be flippedBrecht Van Lommel
when saving, rather we flip the compressed texture during load. The code used here comes from the chromium O3D project: http://src.chromium.org/chrome/trunk/o3d/core/cross/bitmap_dds.cc Also made it only load compressed for power-of-two resolution images, it doesn't seem to work for other resolutions, just falls back to non-compressed then.
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!
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-10-01Fix #32695: Can't disable color management for 3D viewSergey Sharybin
Made it so viewport will disable color management if display device set to None. This solves couple of regressions, mainly related on old BGE files and made None display behave exactly as old color management disabled.
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.
2012-09-23Fix #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.
2012-09-20style cleanupCampbell Barton
2012-09-18Fix #31539, painting in image editor while in object mode does not update ↵Antony Riakiotakis
mipmaps. While we could disable/enable mipmaps on stroke begin/end, it is a bit hacky (but worthy of consideration for later) for my taste just to paint in the image editor. Instead we generate mipmaps on the fly. Since we can update texture levels below the first only with GPU mipmapping, partial update when painting in the image editor will actually work only with GPU mipmapping from now on (which is fast enough I hope not to get any lags!).
2012-09-17fix for node socket text buttons not scaling with DPI, also quiet -Wundef ↵Campbell Barton
warning WITH_DDS.
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15code cleanup: remove paranoid/invalid NULL checks and also reduce some ↵Campbell Barton
unneeded size_t -> int conversions.
2012-08-30Fix #32404: GLSL normal maps using float images were incorrectly gettingBrecht Van Lommel
color managed.
2012-08-18Moving more duplicate code from GPU_create_gl_tex_compressed() and ↵Mitchell Stokes
BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-04style cleanupCampbell Barton
2012-07-31Tweak to commit related to non-power-of-two textures, some cards claim toBrecht Van Lommel
support this but actually don't, so use the function that checks for that.
2012-07-29Fix for [#27484] "Run-time command line options don't work in Multi-texture ↵Mitchell Stokes
mode." reported by Josiah Lane (solarlune). The -g nomipmap = 1 option only changed the mipmapping option for bf_gpu, which BL_Texture wasn't checking.
2012-07-10Scaling non-power-of-two (NPOT) textures to powers of two is really time ↵Mitchell Stokes
consuming and not necessary on graphics cards that can support NPOT textures. So, if the graphics card has NPOT texture support, don't bother scaling. If this patch causes issues, it can always be reverted and applied to Swiss instead.
2012-07-04Spellfixes: colour -> colorBastien Montagne
2012-07-01A little bit of cleanup for the new DXT code:Mitchell Stokes
* Using TRUE/FALSE instead of 1/0 * Checking to make sure GL_EXT_texture_compression_s3tc is supported * Removing some debug error checking
2012-06-30fix for some build warnings.Campbell Barton
2012-06-30GPU_upload_dxt_texture failed to compile if WITH_DDS was not definedJason Wilkins
2012-06-30Finally committing support for compressed textures on the GPU (DDS+DXT). ↵Mitchell Stokes
This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber. One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-20style cleanupCampbell Barton
2012-06-17style cleanup:Campbell Barton
also fix for building ghost test and fix double free in one of the tests
2012-06-11Add user preference "GPU Mipmap Generation" under the System/OpenGLAntony Riakiotakis
subpanel to calculate image mipmapping on the GPU, saving upload and calculation time. Default is off just in case.
2012-06-08Index: source/blender/gpu/intern/gpu_draw.cAntony Riakiotakis
=================================================================== --- source/blender/gpu/intern/gpu_draw.c (revision 47568) +++ source/blender/gpu/intern/gpu_draw.c (working copy) @@ -230,11 +230,12 @@ Image *ima, *curima; int domipmap, linearmipmap; + int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */ int alphablend; float anisotropic; MTFace *lasttface; -} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL}; +} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL}; /* Mipmap settings */ @@ -256,7 +257,7 @@ static int gpu_get_mipmap(void) { - return GTS.domipmap; + return GTS.domipmap && !GTS.texpaint; } static GLenum gpu_get_mipmap_filter(int mag) @@ -730,6 +731,8 @@ if (!GTS.domipmap) return; + GTS.texpaint = !mipmap; + if (mipmap) { for (ima=G.main->image.first; ima; ima=ima->id.next) { if (ima->bindcode) {
2012-05-25style cleanupCampbell Barton
2012-05-253D View: add Backface Culling option, to hide faces when seen from the back ↵Brecht Van Lommel
side, found in the Display panel. Patch by Simon Kirk and Irie Shinsuke, refactored to also work for non-mesh objects and avoid globals.
2012-05-24style cleanup: brace placement/newlinesCampbell Barton
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-19code cleanup: use TRUE/FALSE rather then 1/0 for better readability, also ↵Campbell Barton
replace do prefix with do_ for bool vars.
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-04Renamed "fake" OpenGL identifiers.Jason Wilkins
Any identifier that looks like an OpenGL identifier, but isn't, causes a false alarm by the glreport.py tool. Most of these were in comments so I just rephrased the comments. There were a couple of static functions/macros that were easy enough to rename. Only the glTexco and glIndex fields of the DMVertexAttribs struct was public and had non-local uses.
2012-05-03Fix #31108: entering local view with glsl shows objects black. Now keeps lampsBrecht Van Lommel
affecting the material even if they are not part of the local view.
2012-04-29style cleanup: function calls & whitespace.Campbell Barton