Age | Commit message (Collapse) | Author |
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-c58441 -c58463 -c58504 -c58509 -c58512 -c58513 -c58514 -c58516 -c58520 -c58532 -c58534
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passing each arg twice.
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are set. (was print 32 values every time)
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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.
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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.
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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.
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builds.
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Textured draw mode + DynTopo crashed after recent specularity tweak.
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remove MEM_sys_types.h which was a duplicate.
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- 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.
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in shader uniform binding optimizations in revision 55527.
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was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
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Patch #35197 by Tyler Seacrest.
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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.
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and bge.render.getMipmapping().
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functions aware of this limit.
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levels
did not go down to 1x1 image size, need to set GL_TEXTURE_MAX_LEVEL then.
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reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
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shader
and this wasn't the case anymore after recent changes.
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id's
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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.
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functions.
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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.
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also minor code cleanup.
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for bmesh dissolve.
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* 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.
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always used in that context so we can at least avoid reverting it twice
:p.
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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.
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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.
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materials, the typical glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blend
function does not give correct destination alpha.
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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.
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it's working as expected out of the box. I hope nothing breaks.
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