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2017-04-15Fix T51216: SSAO attenuation not being scale invariant.Brecht Van Lommel
Unfortunately this does break compatibility in that the viewport will look a bit different depending on the settings, but the old behavior was simply not usable for higher distances.
2017-01-11Viewport SSAO: Fix normals not normalizedClément Foucault
2016-05-26Cleanup: glsl styleCampbell Barton
2016-05-23Cleanup: glsl indentation, line lengthCampbell Barton
2015-05-11Keep valgrind happy by using tight vec3 packing instead of lax vec4 withAntony Riakiotakis
an unused coordinate missing.
2015-03-30Potential fix for T43987, ambient occlusion different between offscreenAntony Riakiotakis
and on screen rendering. Aaaaah, the beauty of driver implementations of OpenGL! Turns out the problem here is that drivers calculate df/dy differently in some cases (probably because OpenGL counts y reverse to how the window system does, so drivers can get confused). Fixed this for the ATI case based on info we have so far, there's also the Intel case which will be handled separately (missing info on Intel's renderer string etc). Unfortunately we can't really fix this for the general case so we'll have to haldle cases as they come in our tracker and by adding silly string comparisons in our GPU initialization module <sigh>.
2015-02-26SSAO: sampling coordinates go out of screen, reject the sampleAntony Riakiotakis
Previous behaviour would get occlusion at borders which could create over occlusion at edges of the screen.
2015-02-16Fix T43689, viewport compositing does not respect alpha settings forAntony Riakiotakis
background. For SSAO supporting this is no problem, for DOF we would ideally do blurred alpha, but alpha channel in blurred buffers is occupied by coc field, so use original color alpha instead. It's not entirely correct but it's better than nothing.
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing