Age | Commit message (Collapse) | Author |
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minor style edits.
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Added object and world space for normal map in GLSL view.
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GLSL typo in r60151 caused this.
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A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
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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.
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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.
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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.
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dirty (could cause errors later).
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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
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us unimportant, since append steps over the whole list each time.
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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.
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The game engine had depth testing enabled when blurring the shadows which caused the blurring to not work properly.
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hides that an arg passed is really an array which may be modified by other functions.
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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.
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passing each arg twice.
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are set. (was print 32 values every time)
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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.
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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.
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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.
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builds.
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Textured draw mode + DynTopo crashed after recent specularity tweak.
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remove MEM_sys_types.h which was a duplicate.
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Now it uses the same (strange) YZ flipping convention.
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- 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.
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* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
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* 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
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in shader uniform binding optimizations in revision 55527.
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include conflicts later on.
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
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displacement
distance, and an Invert option to invert the bump effect.
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was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
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Patch #35197 by Tyler Seacrest.
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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.
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