Age | Commit message (Collapse) | Author |
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minification.
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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
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it takes up less memory on some cards, still unclear why.
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engine.
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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.
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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 :)
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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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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.
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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!
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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
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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.
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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.
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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.
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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!).
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warning WITH_DDS.
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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!
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unneeded size_t -> int conversions.
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color managed.
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BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
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support this but actually don't, so use the function that checks for that.
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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.
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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.
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* Using TRUE/FALSE instead of 1/0
* Checking to make sure GL_EXT_texture_compression_s3tc is supported
* Removing some debug error checking
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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).
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also fix for building ghost test and fix double free in one of the tests
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subpanel to calculate image mipmapping on the GPU, saving upload and
calculation time. Default is off just in case.
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===================================================================
--- 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) {
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side,
found in the Display panel.
Patch by Simon Kirk and Irie Shinsuke, refactored to also work for non-mesh objects
and avoid globals.
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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replace do prefix with do_ for bool vars.
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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also stop numpy from being found in /usr/include with cmake.
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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.
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affecting the material even if they are not part of the local view.
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