Age | Commit message (Collapse) | Author |
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Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
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This also remove some non functionnal state changes that were left
from legacy code.
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Also go back to default value of 0 after usage.
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Ogl default is 4 but for almost all cases, blender use tightly
packed format. This avoid confusion and state change for the
common case.
The only case that __might__ need alignement is DDS loader
(untested) so leaving this as it is.
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This remove all gl function calls. Adds a new sampler only
for icon drawing.
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And move it to GPU module.
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Temporary fix for regression in 8084b7e6e273e.
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This adds the opportunity to use it in multiple places.
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The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.
Reviewed By: brecht
Maniphest Tasks: T78369
Differential Revision: https://developer.blender.org/D8185
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Careless use of acos() in spherical coordinates transformation was
deteriorating the precision near zenith (and nadir) and producing
glitchy pixels (best seen in longer focal lengths).
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8266
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
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I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.
There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7108
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Caused by faulty driver implementation. Force fallback method.
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This was due to a bad driver which was not respecting this bit of the
specification:
`If the current primitive does not originate from an instanced draw command, the value of gl_InstanceID is zero.`
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It has been tested that local shaders workaround isn't needed for the
latest Windows/Intel 6xx GPU's.
Currently the local shaders workaround doesn't work anymore during the
investigation it was detected that the intel drivers didn't need it
anymore.
Local shaders should still be fixed as it is also used for some legacy
iGPU's. The current work around crashes when doing preview renders in
EEVEE as the default materials aren't available but for the work around
they should. (See T77346 for more information)
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Some OSX GL driver implementation needs a dummy vbo read. This fixed issues
with the Hair shaders in the past.
Related to T78307
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Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
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This is because the DRW module is no longer compatible with drawing using
MSAA.
This also change the Python API.
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When the film is set to transparent the environment pass should still be
rendered solid. otherwise it renders black.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8046
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This is legacy code from before Eevee and Workbench rendering in background
mode was supported. Avoid memory leak by only queueing GPU textures to be
freed when we know they have been allocated.
Differential Revision: https://developer.blender.org/D8172
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Apple's Nvidia driverPROXY check also fails. Now the
configuration Apple/Nvidia will also bypass the
Proxy test.
Maniphest Tasks: T78175
Differential Revision: https://developer.blender.org/D8160
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This should fix T76171 Eevee bsdf shaders glitches
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And also remove some sRGB hack.
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Workaround by adding a special case for that driver in gpu_extensions.c
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... or glBindSamplers.
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This was caused by missing GL blend. This patch also fix the broken
strip appearance under timeline zoom.
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