Age | Commit message (Collapse) | Author |
|
* missing glsl update when changing color management setting
* disable glsl lamps only when disabling them for render
|
|
account yet, should now be consistent with render.
|
|
|
|
|
|
|
|
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
|
|
for consistency.
|
|
- made smallcaps use a temp flag so caps can still have the smallcaps flag.
- utility function for getting the char from a font. find_vfont_char(), was inline in ~5 places.
- removed CU_STYLE mix of flags only used in one place, not needed. removed 'style' from rna too.
- fix for some warnings.
|
|
crash, as OpenGL can't be called from these. Now deleting VBO's is delayed
until the next redraw in the main thread.
|
|
e.g. thousands of colors on OS X, due to use of uninitialized value. Problem
tracked down and patch provided by Shane Ambler, thanks!
|
|
* Hopefully this fixes some sculpt problems for people with broken drivers
|
|
with some 4x4k and 4x8k textures this becomes very slow.
only free animated textures (movies and sequences)
|
|
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28571:28573
svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28575:28576
|
|
|
|
how removing opengl textures from outside main thread is done so it
happens as part of the main loop.
|
|
rather then having their own ifdefs in each file.
|
|
I heard that the actual solution would be to remove #include <pthread.h> from BLI_threads.h
But in the mean time is not fair to CMake/MSVC to be the only system not building ;)
|
|
* Division by zero fix for TNT SVD code.
* Sound fix, in case ffmpeg decode fails, don't use the samples.
* Fix for incorrect bounds of transformed objects in new raytracing code.
* Gave memory arena's a name used for allocations for easier memory
usage debugging.
* Dupligroup no_draw option was using layers but not restrict view/render
setting. (not a bugfix exactly but would do display list context switching
while drawing for no reason).
* Fix objects instanced on hair particles not giving consistent results
when the object is transformed.
* New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4,
mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4.
* mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple
arguments.
* endjob callback for WM jobs system.
* Geometry node uv/color layer now has search list/autocomplete.
* Various small buildsystem tweaks, not strictly needed yet in trunk.
|
|
|
|
*Missed PTHREAD declaration.
|
|
|
|
instead they are queued to be freed the next time GPU_image_free() is run from the main thread.
|
|
The problem was present in Blender 2.49, but it didn't produce any side effect.
glScale was changing the texture matrix and the matrix was never been reset. That messes up with UI drawing.
|
|
colors setting on Mac, just disabled it in that case.
|
|
not support it.
|
|
|
|
|
|
when sculpting and using it from material nodes.
|
|
|
|
Hopefully this won't introduce new bugs and fix old ones.
|
|
Note, this is not like GE ffmpg, but Blender Image Texture
display for GLSL materials. Speed can be disappointing,
use smaller images for realtime edits.
|
|
|
|
copying UVs was doing a buffer overrun.
|
|
NVidia/Linux. Disabling GL_MULTISAMPLE apparently makes things go much
slower even though we're not using it, why is a mystery to me.
|
|
|
|
set the draw method to triple buffer or overlap depending on the
configuration. Ideally I could get all cases working well with triple
buffer but it's hard in practice. At the moment there are two cases
that use overlap instead:
* opensource ATI drives on linux
* windows software renderer
Also added a utility function to check GPU device/os/driver.
|
|
the texture would crash because the VBO was still bound. As I
understand it this is not necessarily against the opengl spec,
but might as well unbind it, the driver bug seems to have been
fixed but has not trickled down everywhere yet.
http://bugs.freedesktop.org/show_bug.cgi?id=23859
|
|
|
|
non-power-of-two textures lead to artifacts due to uninitialized
memory if the domain had a non-power-of-two size.
|
|
|
|
disable code, and only enable it for 3d drawing in the 3d view.
|
|
a patch here for a while but might as well commit it.
|
|
* Added detection if VBO extension is supported.
* Redraw other 3d views after sculpting.
* Fix brush sometimes punching through mesh with very small polygons,
added an extra epsilon to the ray-triangle intersection.
|
|
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25180:25245
|
|
* Fallback code in case VBO allocation fails.
|
|
* Fix #19785: curves not drawing with VBO enabled
* Fix #19553: duplicate Window crashes with VBO's
The convention in Blender was to have GL_VERTEX_ARRAY and GL_NORMAL_ARRAY
enabled by default, and other arrays disabled. The VBO drawing code did
not take this into account. I've made these now disabled by default, since
that makes the code clearer in other places too.
|
|
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
|
|
* Multithread parts of multires and subsurf. Only loops working on
face grid data and do no memory allocation have been multithreaded,
others would be more complicated.
* Force some CCGSubsurf functions to be inlined, gives a small overall
speedup in subsurf code.
* Fix sculpting not working correct with transformed objects.
* Fix a few cases of "spikes" on lower level multires levels. There's
still cases where it happens, usually on boundary cornders. The
problem is that in such cases the limit surfaces can be very different
from the low res surface, so the tangent space is very different too..
* Fix crash deleting multires higher levels with level set to 0.
* Fix crashes that happened sometimes when adding faces in editmode.
|
|
After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
|
|
|