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2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-22Renaming CD_WEIGHT_MCOL/MLOOPCOL and their masks from WEIGHT to PREVIEW, as ↵Bastien Montagne
this layer is now also used for various preview tasks in Object mode. “Cleanup” commit, no functional changes.
2012-03-17Fix for size of VBO index type when drawing multires in sculpt mode.Nicholas Bishop
The VBO index type can be either ushort or uint depending on the grid size. The comparison was checking how many quads are in the array, but this was incorrect; the size of the index elements should depend on the maximum value they reference, i.e. the maximum coord/normal element.
2012-03-16Fix for multires VBO drawing in sculpt mode.Nicholas Bishop
Forgot to use return value of function creating the index buffer.
2012-03-14Fix some errors in partial visibility drawing.Nicholas Bishop
Also changed show-in-border key to SHIFT+H as suggested by Daniel Salazar.
2012-03-14Skip hidden elements in PBVH iterator, raycast, and drawing.Nicholas Bishop
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-09Optimize index buffers for multires drawing in sculpt mode.Nicholas Bishop
All multires grids have exactly the same ordering, so rather than allocate a new index buffer for each PBVH node, just allocate one that can be reused for every grid. This requires more draw calls (one per grid rather than one per PBVH node), but less graphics memory.
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-08code cleanup: duplicate checks and double assignments.Campbell Barton
2012-03-07style cleanup - braces & else / if'sCampbell Barton
2012-03-07Code cleanup: use typedefs for DerivedMesh drawing callbacks.Nicholas Bishop
There are still fairly bewildering set of callbacks being tossed around, but it's at least a little less verbose now.
2012-03-06style cleanup, brackets in else/if, some indentation.Campbell Barton
2012-03-06Draw individual face's material and shading correctly in the PBVH.Nicholas Bishop
Previously, the shading and material was set once per PBVHNode when drawing. This is still the case, but PBVHNodes are now built to contain only one material and shading mode. This is done with an extra partitioning step; once the number of primitives in the node falls below the PBVH leaf limit, it's primitives are checked for matching materials. If more than one material or shading mode is present in the node, it is split and partitioned (partitioned by material rather than 3D location.) Given a sufficiently 'annoying' input, like a dense mesh with thousands of materials randomly scattered across it, this could greatly increase PBVH build time (since nodes might end up containing a single primitive), but in general this shouldn't come up. In order to support materials for grids, the CCGDM is building another grid array (of DMFaceMat structs). This could be used to replace CCGDM.faceFlag for some small memory savings (TODO).
2012-03-06Code cleanup: remove unused drawFacesColored from DerivedMesh.Nicholas Bishop
This function pointer isn't called anymore, so removing it and the cddm/ccgdm/gpu code associated with it.
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-28Bugfix: avoid reading from an OpenGL buffer mapped write-only.Nicholas Bishop
When set to solid-shading, GPU_update_grid_buffers was calling normal_quad_v3 to output into a mapped buffer, but normal_quad_v3 reads as well as writes. This fix actually makes a huge performance difference with my drivers (Gallium/Radeon).
2012-02-27Implements a new operator for detaching nodes. In the process i overhauled ↵Lukas Toenne
the node muting system as well. There are a number of features that use a kind of "internal linking" in nodes: 1. muting 2. delete + reconnect (restore link to/from node after delete) 3. the new detach operator (same as 2, but don't delete the node) The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes. Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent. The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-26minor style editsCampbell Barton
- use GL_TRUE/FALSE for glLightModeli - use set for python checks against multiple string values.
2012-02-25Changes in double side lighting usageSergey Sharybin
Disabled double-side lighting by default and changed areas which are using double sided lighting to switch it off just after doing stuff which requires double side. This makes code a bit more simple to follow (no all that disabling double side lighting all over the code and so). This change also fixes crash of blender caused by intel gme965 driver which leads to stack corruption in some place when double side lighting isn't disabled (probably driver still kind of using double side in some areas or so). Hopefully it'll also fix #30293: Converting Text to Mesh Thanks to Campbell to assist writing this patch!
2012-02-23Bugfix: don't read from a write-only VBO when updating grid buffers.Nicholas Bishop
2012-02-23Code cleanup: de-duplicate code in GPU_build_grid_buffers() with a macro.Nicholas Bishop
2012-02-23Code cleanup: don't use GHash for GPU_build_mesh_buffers().Nicholas Bishop
At the point where GPU_build_mesh_buffers is called, the face_vert_indices map has already been built; it contains the same data in an easier-to-access format.
2012-02-21Another fix for non-VBO flat-shading in sculpt mode, this time for ↵Nicholas Bishop
non-multires meshes. As with multires, this change calculates face normals rather than using vertex normals when the node is flat-shaded. Flat-shading with VBO on non-multires meshes is still wrong, but fixing that would require larger changes to our vertex buffers.
2012-02-21Remove call to GPU_update_mesh_buffers from GPU_build_mesh_buffers.Nicholas Bishop
Building the mesh buffers already gets the PBVH_UpdateDrawBuffers flag set, so this was double-updating the vertex buffer.
2012-02-21Fix normals for flat-shaded non-VBO sculpt drawing.Nicholas Bishop
Example here, original on left, fixed normals on right: http://www.pasteall.org/pic/show.php?id=26925
2012-02-19svn merge ^/trunk/blender -r44235:44250Campbell Barton
2012-02-19replace MIN2 / MAX2 with minf / maxf to avoid calling functions multiple times.Campbell Barton
2012-02-15svn merge ^/trunk/blender -r44076:44118Campbell Barton
2012-02-14Fix related to #30152, rainbow colours produced when loading hdr image to 3D ↵Antony Riakiotakis
viewport/ the Nyan cat bug. Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see: http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/ (old discussion but better be sure than sorry) I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14Fix #30170: with file saved in texture painting mode, when going to object modeBrecht Van Lommel
the image texture is missing. The flag to indicate that the mipmap levels were already loaded into GPU memory was incorrectly set then.
2012-02-13svn merge ^/trunk/blender -r44024:44076Campbell Barton
2012-02-12Fix: Avoid freeing frect, it always points to a buffer that will be freed ↵Antony Riakiotakis
later, like srgb_frect or ftilerect on or must not be freed, like Imbuf array itself.
2012-02-11svn merge ^/trunk/blender -r43995:44024Campbell Barton
2012-02-10Fix #30131: mac UI font corruption in release candidate, refined test forBrecht Van Lommel
ATI/Apple cards with broken non-power-of-two-textures missed some cards, checked against list of GL_RENDERER values, hopefully complete now.
2012-02-09svn merge ^/trunk/blender -r43976:43995Campbell Barton
2012-02-08Fix #30071: crash with cycles glsl, textures functions (which are stubs still)Brecht Van Lommel
got out of sync with node changes.
2012-02-05svn merge ^/trunk/blender -r43864:43887Campbell Barton
2012-02-04Fix: non-power-of-two-textures were always disabled on ATI/Apple due to poorBrecht Van Lommel
support in some older cards, now it does a more precise check for problematic cards so that it can be enabled on new cards that do support it properly.
2012-02-02svn merge ^/trunk/blender -r43819:43830Campbell Barton
2012-02-01Fix: Bicubic bump mapping does not work for UVs outside the 0,1 range.Antony Riakiotakis
This issue is caused by texelFetch which does not take wrapping options into account as it uses unnormalized uv coordinates to access a texel. A hack was made to do manual wrapping in the shader. This is acceptable because texture wrap mode is always treated as "repeat" elsewhere in 3D view in blender. Thanks to Morten Mikkelsen for pointing out the cause of the issue and providing the fix.
2012-02-01svn merge ^/trunk/blender -r43751:43819, need to look into changes made to ↵Campbell Barton
editmesh_loop.c from this range still
2012-02-01Fix bicubic map sampling to convert the sampled color to monochrome before ↵Antony Riakiotakis
using it to calculate the derivative.
2012-01-18svn merge ^/trunk/blender -r43472:43482Campbell Barton
2012-01-18remove ARB_texture_gather from bicubic bump map dependencies. It will be ↵Antony Riakiotakis
needed when/if monochrome images are supported
2012-01-18svn merge ^/trunk/blender -r43461:43472Campbell Barton
2012-01-17Uv Tools branch GSOC 2011Antony Riakiotakis
========================= Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools Major features include: *16 bit image support in viewport *Subsurf aware unwrapping *Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching) *Seams from islands tool (marks seams and sharp, depending on settings) *Uv Sculpting(Grab/Pinch/Rotate) All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
2012-01-11svn merge ^/trunk/blender -r43278:43294Campbell Barton
2012-01-11use BLI_strncpy and BLI_snprintf when the size of the string is known.Campbell Barton
fix for sequencer unique naming which was missed with string length update.
2012-01-11minor cleanup for string use - no functional changesCampbell Barton
- use more logical names for strings, noticed too many strings called `str` when reviewing name patch. - pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).