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2019-05-22GPU_select_buffer_stride_realign: fix crash when one of the rect's ↵mano-wii
dimensions is 0.
2019-04-27Fix T63936 GPUSelect: Read depth in the endClément Foucault
fix T63936 introduced in 86914e713347. Reviewers: fclem Reviewed By: fclem Tags: #bf_blender Maniphest Tasks: T63936 Differential Revision: https://developer.blender.org/D4750
2019-04-22Cleanup: style, use braces for gpuCampbell Barton
2019-04-21Cleanup: comments (long lines) in gpuCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-01Edit Mesh Selection: Clear out buffer that indicates out of bounds pixels.mano-wii
This prevents the use of uninitialized buffer. In addition, use `memset` instead of assigning in a loop.
2019-03-28Fix build errorsmano-wii
From rBd5cb425b8745
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-16Preferences: remove OpenGL select method preference.Brecht Van Lommel
Deprecated GL_SELECT no longer works in OpenGL core profile, so there is no reason to have this.
2018-07-18Cleanup: style for GPU moduleCampbell Barton
2018-03-01Merge branch 'master' into blender2.8Campbell Barton
2018-03-01GPU_select: remove unused finalize functionCampbell Barton
Changed 2.8x code so this is no longer needed.
2018-02-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-28Cleanup: use 'uint' for GPU_selectCampbell Barton
2018-02-27Merge branch 'master' into blender2.8Campbell Barton
2018-02-27GPU_select: utility function to finalize selectionCampbell Barton
Needed for depth picking in 2.8
2017-07-25Fix T52190: Depth picking failsCampbell Barton
2017-07-19Manipulators: use nearest manipulatorCampbell Barton
Add utility function to get the nearest hit
2017-06-14Merge branch 'master' into blender2.8Campbell Barton
2017-06-14Fix buffer read error w/ 2 pass select queriesCampbell Barton
Also don't do second pass when the first has no hits.
2017-03-15Blender 2.8: Always prefer Occlusion Queries when using AUTO selection modeSergey Sharybin
GL_SELECT is really slow in this branch and will be removed. For now we simply change AUTO behavior to avoid possible conflicts with merges and upcoming color-id-based selection.
2017-03-083D View: new nethod of opengl selectionCampbell Barton
Intended to replace legacy GL_SELECT, without the limitations of sample queries which can't access depth information. This commit adds VIEW3D_SELECT_PICK_NEAREST and VIEW3D_SELECT_PICK_ALL which access the depth buffers to detect whats under the pointer, so initial selection is always the closest item. The performance of this method depends a lot on the OpenGL implementations glReadPixels. Since reading depth can be slow, buffers are cached for object picking so selecting re-uses depth data, performing 1 draw instead of 3 (for 24, 18, 10 px regions, picking with many items under the pointer). Occlusion queries draw twice when picking nearest, so worst case 6x draw calls per selection. Even with these improvements occlusion queries is faster on AMD hardware. Depth selection is disabled by default, toggle option under select method. May enable by default if this works well on different hardware. Reviewed as D2543
2017-03-08OpenGL Select: integer rect for passing regionCampbell Barton
2017-03-03Cleanup: GPU_select never took NULL rectCampbell Barton
2017-03-03Cleanup: redundant header, use const, short -> boolCampbell Barton
2016-03-30Fix T47940: Custom bone shapes, select error w/ Open NVidia driversCampbell Barton
Latest nouveau drivers have a bug here, use occlusion queries.
2016-01-09Cleanup: style, gpu moduleCampbell Barton
2015-11-24OpenGL: clean up use of old extensionsMike Erwin
2015-02-24Fix T43785 crash with border select.Antony Riakiotakis
Naming here is slightly misleading. We have: * Number of elements (objects) that can be picked * Buffer size * Number of integers in buffer. Interestingly enough, bufsize in OpenGL (as far as I could find in examples on the web) and in most of the code refers to the latter and actual buffer size is only used whenever we do allocations on the heap. Added an extra defines here to make things a bit clearer: * MAXPICKELEMS refers to the number of objects that can be picked * MAXPICKBUF refers to the number of integers in the selection buffer Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4. That means that some parts of blender will use less space for selection now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be changed at any time, but I think 10000 integers on the stack touches the borders of uglyland anyway.
2015-02-06cleanup: styleCampbell Barton
2015-02-02Selection: avoid uninitialized memory read with occlusion queriesAntony Riakiotakis
2015-01-23cleanup: styleCampbell Barton
2014-11-29Correct includes for win32Campbell Barton
2014-11-29Cleanup: unused headersCampbell Barton
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-09-24gooseberry request:Antony Riakiotakis
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!