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2013-07-23svn merge ^/trunk/blender -c58374 -c58406 -c58422 -c58427 -c58436 -c58440 ↵v2.68aCampbell Barton
-c58441 -c58463 -c58504 -c58509 -c58512 -c58513 -c58514 -c58516 -c58520 -c58532 -c58534
2013-07-01add some missing members to opengl debug print, also use a macro to avoid ↵Campbell Barton
passing each arg twice.
2013-07-01opengl debug info, make GPU_state_print() only show values in arrays that ↵Campbell Barton
are set. (was print 32 values every time)
2013-06-26quiet double promotion warning and some style cleanupCampbell Barton
2013-06-25Fix #34909 Texture paint mode does not correctly update when usingAntony Riakiotakis
textures larger than 2048x2048. Check if texture is over user preference or GPU limit in texture paint mode and if it is, scale the partial redraw rectangle before uploading to GPU. This should be faster than rescaling the whole texture.
2013-06-25style cleanupCampbell Barton
2013-06-24Fix GLSL not showing shading properly on the backside of faces. Now it flipsBrecht Van Lommel
the normal towards the viewer, seems to give consistent results with blender internal, cycles, normal maps, etc. Started from patch #32761 by Vitor Balbio, but changed it to do normal flipping earlier so it solves all cases.
2013-06-23Fix #35848: render crash in background mode due to missing G.main.Brecht Van Lommel
2013-06-15Fix #35768: crash in with "free image textures" option and 3D viewport with ↵Brecht Van Lommel
textured draw mode open. OpenGL texture free needs to happen in the main thread, but it was freeing a copy of the image datablock. I can't understand how this code ever worked, probably it never did.
2013-06-13code cleanup: also fix crash in GPU_state_print(). and confine to debug mode ↵Campbell Barton
builds.
2013-06-06style cleanupCampbell Barton
2013-06-05Fix textured draw mode + dyntopo crash fix to cover more cases.Brecht Van Lommel
2013-06-05Obsessive Null Checking Compulsion case:Antony Riakiotakis
Textured draw mode + DynTopo crashed after recent specularity tweak.
2013-06-04Fix #35602: VBO + dynamic topology sculpt did not show specularity.Brecht Van Lommel
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-26BLI_math rename functions:Campbell Barton
- mult_m4_m4m4 -> mul_m4_m4m4 - mult_m3_m3m4 -> mul_m3_m3m4 these temporary names were used to avoid problems when argument order was switched.
2013-05-23Fix #35459: global texture coordinates not working with GLSL shaders. Got brokenBrecht Van Lommel
in shader uniform binding optimizations in revision 55527.
2013-05-21code cleanup: remove callbacks only added to wrap MEM_freeNCampbell Barton
2013-05-11style cleanupCampbell Barton
2013-05-08rename BLI_ghashIterator_notDone() -> BLI_ghashIterator_done()Campbell Barton
was renamed fairly recently but other similar iterators not negated like this, would prefer to keep it as it was
2013-05-03Fix #34889: negative lights not working in glsl view and game engine.Brecht Van Lommel
Patch #35197 by Tyler Seacrest.
2013-05-02avoid per-vertex mask layer lookups for dyntopo.Campbell Barton
2013-04-18Fix #34997: when starting the game engine in one window and switching to a ↵Brecht Van Lommel
second window, the game would stop drawing in the first and mess up the OpenGL state of the second. Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-14BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵Mitchell Stokes
and bge.render.getMipmapping().
2013-04-13code cleanup: warnings + styleCampbell Barton
2013-04-12Add function to query maximum texture size. Also, make texture uploadAntony Riakiotakis
functions aware of this limit.
2013-04-08Fix #34908: compressed DDS files did not display properly when their mipmap ↵Brecht Van Lommel
levels did not go down to 1x1 image size, need to set GL_TEXTURE_MAX_LEVEL then.
2013-04-04Fix for [#34754] "Revision 55527 provokes glitchy GLSL shadow map rendering" ↵Mitchell Stokes
reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-04-02Fix #34788, #34744: GLSL error, #version line needs to be at the top of the ↵Brecht Van Lommel
shader and this wasn't the case anymore after recent changes.
2013-03-31style cleanupCampbell Barton
2013-03-28style cleanup: osl and NULL pointer use, also correct sequencer gap operator ↵Campbell Barton
id's
2013-03-23OpenGL: Moving the GPU_pass_update_uniforms() call from ↵Mitchell Stokes
GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
2013-03-22code cleanup: unused defines, shadowing and unintended enum-as-variable.Campbell Barton
2013-03-21code cleanup: use bool where values are true/false, for view3d and related ↵Campbell Barton
functions.
2013-03-18code cleanupCampbell Barton
2013-03-15Fix: multisample viewport drawing didn't work well with selection or particleBrecht Van Lommel
brushes, due to issues with color coded drawing or slow/buggy reading from such a buffer on some systems. In case multisample is enabled now, it uses an offscreen buffer for such drawing, which is not multisampled and so should not cause issues. This does mean there is some extra GPU memory usage when multisample is enabled, and we could optimize triple buffer to work together here somehow to share buffers, but it's better than having selection not working.
2013-03-15Fix #34649: texture size limit user preference not working.Brecht Van Lommel
2013-03-13fix for 2 errors where the 2d arrays were used as 3d. (out of bounds read).Campbell Barton
also minor code cleanup.
2013-03-13Fix #34492: clipping border not working with GLSL/matcap and Nouveau drivers.Brecht Van Lommel
2013-03-12code cleanup: quiet struct gcc warnings, also use more conventional names ↵Campbell Barton
for bmesh dissolve.
2013-03-10OpenGL: more work on fixed function lighting implementation as GLSL.Brecht Van Lommel
* Rename functions and move to own header. * Add wrapper functions for glLight. * Auto detect if we can use faster code for solid lighting. * Various fixes for textured draw mode.
2013-03-08style cleanupCampbell Barton
2013-03-07Change !BLI_ghashIterator_isDone to BLI_ghashIterator_notDone. It isAntony Riakiotakis
always used in that context so we can at least avoid reverting it twice :p.
2013-03-04Fix for image transparency backwards compatibility. Now the texture ↵Brecht Van Lommel
datablock has a Use Alpha option again. This makes the case where you enabled Premultiply on the image and disabled Use Alpha on the texture work again. That's mostly useful when you have a straight alpha image file which has no useful RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to use the alpha for the texture stack mixing, but you still want to multiply it into the RGB channels to avoid a blocky transition into zero alpha regions. This also removes the version patch that copied image datablocks because it's not reliable and might be causing bug #34434. This does mean we are no longer backwards compatible for cases where two different texture datablocks with Use Alpha enabled and disabled where using the same image.
2013-02-26OpenGL: implemenation of fixed function lighting as per pixel GLSL shaders. TheBrecht Van Lommel
code is still unused, but the intention is to use this to solve the double sided lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0 eventually. The code works and matches the fixed function lighting pretty much exactly, but still needs optimizations. The actual integration in object draw will be committed later when more fixing & testing, there's lots of different combinations and unclear OpenGL state here.
2013-02-18Fix wrong alpha channel for OpenGL render results with transparent textures orBrecht Van Lommel
materials, the typical glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blend function does not give correct destination alpha.
2013-02-07Fix #34156: Spec. and Alpha Intensity OpenGL issueSergey Sharybin
Issue was caused by alpha pipeline cleanup: apparently depending on use_alpha flag different channels for spec/alpha would be used. Made it so talpha is computed from Image->ignore_alpha instead of always considering to be TRUTH. This is not so much trivial to understand what's going on here, but it's not new issue. Anyway, if someone have got ideas how to improve feedback here -- ideas are welcome! For now only regression is fixed.
2013-02-03style cleanup & some spellingCampbell Barton
2013-01-28Activate partial redraw of non-power of two textures. This looks likeAntony Riakiotakis
it's working as expected out of the box. I hope nothing breaks.
2013-01-25header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTreeCampbell Barton