Age | Commit message (Collapse) | Author | |
---|---|---|---|
2013-09-12 | BGE: Potential fix for [#35522] Broken game engine compatibility since 2.66a ↵ | Daniel Stokes | |
on some ATI cards? Disabling display lists for legacy ATI cards since they don't support display lists well. Also removing an unused variable from the display list rasterizer. | |||
2013-09-05 | Fix broken GLSL shader after recent changes. | Brecht Van Lommel | |
2013-09-04 | Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will | Brecht Van Lommel | |
give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry. | |||
2013-08-27 | ghash/bli-listbase edits, rename BLI_ghash_pop -> BLI_ghash_popkey (since it ↵ | Campbell Barton | |
takes a key as an arg and isnt popping any element from the hash as you might expect). add BLI_pophead/tail, since getting the first element from a list and removing it is a common task. | |||
2013-08-26 | replace hashes with sets where possible. | Campbell Barton | |
2013-08-24 | fix for GPU_update_bmesh_buffers not setting bmesh vertex index values as ↵ | Campbell Barton | |
dirty (could cause errors later). | |||
2013-08-19 | Make GPU buffers allocation/freeing safe for threading | Sergey Sharybin | |
Code in GPU_buffers_free was already trying to be safe for threading, by skipping OGL calls there, but in fact it was still buggy. Namely, freeing was doing buffers shift in a cycle, and if two threads will call this function shifting will go crazy. Now made it so GPU_buffers_alloc and GPU_buffers_free are using mutex lock, so they're completely safe for threading. Same goes to gpu_buffer_setup function. It required minor functions reshuffle, so there're no locks happening from locked thread, but it's all very straightforward change -- svn merge -r58276:58277 ^/branches/soc-2013-depsgraph_mt | |||
2013-08-16 | replace calls to BLI_linklist_append with BLI_linklist_prepend where order ↵ | Campbell Barton | |
us unimportant, since append steps over the whole list each time. | |||
2013-08-09 | OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory | Brecht Van Lommel | |
after objects are deleted until another big object is added. There's no good reason to do this, or to think that our pool is somehow much faster than using the OpenGL API to allocate and free buffers. | |||
2013-07-23 | BGE fix [#35472] Sun variance shadows does not work in game engine | Daniel Stokes | |
The game engine had depth testing enabled when blurring the shadows which caused the blurring to not work properly. | |||
2013-07-23 | remove the pointer from BLI_bitmap's typedef, | Campbell Barton | |
hides that an arg passed is really an array which may be modified by other functions. | |||
2013-07-20 | BGE fix [#35195] Shadow Only lamps only work with Specular enabled | Daniel Stokes | |
The way we do shadow only doesn't work well with colored shadows, though it does work if you apply enough light to the shadow. | |||
2013-07-01 | add some missing members to opengl debug print, also use a macro to avoid ↵ | Campbell Barton | |
passing each arg twice. | |||
2013-07-01 | opengl debug info, make GPU_state_print() only show values in arrays that ↵ | Campbell Barton | |
are set. (was print 32 values every time) | |||
2013-06-26 | quiet double promotion warning and some style cleanup | Campbell Barton | |
2013-06-25 | Fix #34909 Texture paint mode does not correctly update when using | Antony 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. | |||
2013-06-25 | style cleanup | Campbell Barton | |
2013-06-24 | Fix GLSL not showing shading properly on the backside of faces. Now it flips | Brecht 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. | |||
2013-06-23 | Fix #35848: render crash in background mode due to missing G.main. | Brecht Van Lommel | |
2013-06-15 | Fix #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. | |||
2013-06-13 | code cleanup: also fix crash in GPU_state_print(). and confine to debug mode ↵ | Campbell Barton | |
builds. | |||
2013-06-06 | style cleanup | Campbell Barton | |
2013-06-05 | Fix textured draw mode + dyntopo crash fix to cover more cases. | Brecht Van Lommel | |
2013-06-05 | Cycles: GLSL materials now can use multiple UV maps with the attribute node. | Brecht Van Lommel | |
2013-06-05 | Obsessive Null Checking Compulsion case: | Antony Riakiotakis | |
Textured draw mode + DynTopo crashed after recent specularity tweak. | |||
2013-06-04 | Fix #35602: VBO + dynamic topology sculpt did not show specularity. | Brecht Van Lommel | |
2013-06-04 | Fix #35617: cycles GLSL object texture coordinates were wrong. | Brecht Van Lommel | |
2013-05-28 | move 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. | |||
2013-05-27 | Fix #35505: cycles object space normal mapping did not match blender internal. | Brecht Van Lommel | |
Now it uses the same (strange) YZ flipping convention. | |||
2013-05-26 | BLI_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. | |||
2013-05-24 | Fix for [#35490] Initial cube is green, turn off matcap and it is correct color | Thomas Dinges | |
* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error. | |||
2013-05-23 | Cycles / Toon BSDF: | Thomas Dinges | |
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579 | |||
2013-05-23 | Fix #35459: global texture coordinates not working with GLSL shaders. Got broken | Brecht Van Lommel | |
in shader uniform binding optimizations in revision 55527. | |||
2013-05-21 | code cleanup: remove callbacks only added to wrap MEM_freeN | Campbell Barton | |
2013-05-20 | code cleanup: split scons includes onto multiple lines, reduce chance of ↵ | Campbell Barton | |
include conflicts later on. | |||
2013-05-20 | Math Node: | Thomas Dinges | |
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes. | |||
2013-05-11 | style cleanup | Campbell Barton | |
2013-05-10 | Cycles: bump node changes to add a Distance input that controls the overall ↵ | Brecht Van Lommel | |
displacement distance, and an Invert option to invert the bump effect. | |||
2013-05-08 | rename 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 | |||
2013-05-03 | Fix #34889: negative lights not working in glsl view and game engine. | Brecht Van Lommel | |
Patch #35197 by Tyler Seacrest. | |||
2013-05-02 | avoid per-vertex mask layer lookups for dyntopo. | Campbell Barton | |
2013-04-24 | Fix #35063: GLSL texture node Value output was not outputting alpha. | Brecht Van Lommel | |
2013-04-18 | Fix #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. | |||
2013-04-16 | move editmesh functions out editderivedmesh.c into editmesh.c | Campbell Barton | |
2013-04-14 | BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() ↵ | Mitchell Stokes | |
and bge.render.getMipmapping(). | |||
2013-04-13 | code cleanup: warnings + style | Campbell Barton | |
2013-04-12 | Add function to query maximum texture size. Also, make texture upload | Antony Riakiotakis | |
functions aware of this limit. | |||
2013-04-08 | Fix #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. | |||
2013-04-04 | Fix 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. | |||
2013-04-02 | Fix #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. |