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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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2019-01-29Cleanup: replace attrib w/ attrCampbell Barton
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04 Cleanup: strip trailing space in GPU moduleCampbell Barton
2018-05-30Fix selection randomly failing with border render.Brecht Van Lommel
We no longer user scissor for 3D viewport drawing, and some selection code assumed it still. This also cleans up unnecessary scissor test switching, we only have it temporarily enabled now.
2018-04-12GPUSelect: Remove glFinish() that was causing bad perf issue.Clément Foucault
I can see how it's slowing things down: glFinish make sure that every query are finished but the first query may have been finished a long time ago. This might create bubbles because of the PIL_sleep_ms.
2018-04-08GPU Select: Remove warnings on Intel GPU.Clément Foucault
- Disable scissor test for fast clear. This could lead to some issues but I cannot think of one and could not find one either. - Manually wait for queries to be available instead of making the driver wait and issue warnings.
2018-02-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-28Cleanup: use 'uint' for GPU_selectCampbell Barton
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.
2017-05-09glPushAttrib/Pop change implementation to use a stackDalai Felinto
The original implementation (cbd78c81268f) broke depth of field.
2017-04-05Immediate Mode: replacing glPushAttrib/glPopAttribDalai Felinto
Reference document: http://docs.gl/gl3/glPushAttrib This patch only tackles the bits that are set by Blender with the following exceptions: 1) Deprecated states (e.g., GL_STIPPLE) are not saved/restored 2) The exception being GL_ALPHA_TEST, which will be removed, but it may affect drawing too much now. To be removed once we no longer set GL_ALPHA_TEST elsewhere. 3) paint_cursor will be tackled separated, since it was abusing glPush/PopAttrib in the first place. 4) Despite what the glPushAttrib page above may suggest, GL_DEPTH_WRITEMASK needs glGet, not glIsEnabled 5) BGE is still a problem since it relies on GL_ALL_ATTRIB_BITS which would lead to a way more complete/lenghty solution. Since the BGE has other (OpenGL deprecated) problems anyways, it can be handled on its own time. Finally, the original design for 2.8 was to implement a proper stack system. However we need to move to core profile sooner than later. So this is a pragmatic temporary (that may be permanent) solution. Reviewers: merwin, campbellbarton Differential Revision: https://developer.blender.org/D2600
2017-03-11Cleanup: code style & cmakeCampbell Barton
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