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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
2013-06-05Cycles: GLSL materials now can use multiple UV maps with the attribute node.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
2013-06-04Fix #35617: cycles GLSL object texture coordinates were wrong.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.
2013-05-27Fix #35505: cycles object space normal mapping did not match blender internal.Brecht Van Lommel
Now it uses the same (strange) YZ flipping convention.
2013-05-26BLI_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.
2013-05-24Fix for [#35490] Initial cube is green, turn off matcap and it is correct colorThomas Dinges
* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
2013-05-23Cycles / 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
2013-05-23Fix #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
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-20Math Node:Thomas Dinges
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-11style cleanupCampbell Barton
2013-05-10Cycles: 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.
2013-05-08rename 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
2013-04-24Fix #35063: GLSL texture node Value output was not outputting alpha.Brecht Van Lommel
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.
2013-04-16move editmesh functions out editderivedmesh.c into editmesh.cCampbell Barton
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.
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
well as I would like, but it works, just add a subsurface scattering node and you can use it like any other BSDF. It is using fully raytraced sampling compatible with progressive rendering and other more advanced rendering algorithms we might used in the future, and it uses no extra memory so it's suitable for complex scenes. Disadvantage is that it can be quite noisy and slow. Two limitations that will be solved are that it does not work with bump mapping yet, and that the falloff function used is a simple cubic function, it's not using the real BSSRDF falloff function yet. The node has a color input, along with a scattering radius for each RGB color channel along with an overall scale factor for the radii. There is also no GPU support yet, will test if I can get that working later. Node Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF Implementation notes: http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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
2013-03-16style 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.
2013-03-15use bool for knife, also scons tab/space mix.Campbell Barton
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.