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2018-06-11Fix merge error in 908b696, removed files were accidentally added back.Brecht Van Lommel
2018-06-08Cleanup: trailing spaceCampbell Barton
Remove from blender/nodes, collada, blenfont & render.
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2013-05-08use static functions for raycast functions.Campbell Barton
2013-01-25header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTreeCampbell Barton
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-09-18code cleanup: warningsCampbell Barton
2012-09-16code cleanup: quiet warnings for gcc's -Wundef, -Wmissing-declarationsCampbell Barton
2012-05-15style cleanup: raytree codeCampbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-03-31move debug flag into its own global var (G.debug), split up debug options.Campbell Barton
--debug --debug-ffmpeg --debug-python --debug-events --debug-wm This makes debug output easier to read - event debug prints would flood output too much before. For convenience: --debug-all turns all debug flags on (works as --debug did before). also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-24style cleanup: follow style guide for/with/if spacingCampbell Barton
2012-01-14tag unused function args in raytrace code.Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-25whitespace cleanupCampbell Barton
2011-03-12Fix #26203: crash with empty raytree, all types should survive this now.Brecht Van Lommel
Also added a check for -inf/inf bounding boxes, just to be sure.
2011-02-27doxygen: blender/render tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-05Raytrace modifications from the Render Branch.Brecht Van Lommel
These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection.
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2010-04-15Merge various small changes from render branch:Brecht Van Lommel
* 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.
2010-02-12correct fsf addressCampbell Barton
2010-01-12Raytrace: only print debug info when running with -d option.Brecht Van Lommel
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-04Added some test_break during the build process.Andre Susano Pinto
(Maybe later this should be done with some thread_cancel function instead of doing variable/callbacks tests)
2009-10-01*Updated UI options and added UI options to:Andre Susano Pinto
control whether instances are used or not control whether vertexs are stored localy or not *Removed unsused code
2009-09-06*introduced new method for packing/optimizing trees after buildingAndre Susano Pinto
(this is a generalization of some of the experimental stuff i tried during SoC, but only had time to improve a few days ago) - it should yield slightly better results - the cost model can somehow be tweaked to optimize for diferent trees. *cleaned up some code *added counters for number of SIMD BB tests *added GPL license block on missing files
2009-08-29Code reorganizationAndre Susano Pinto
-separated vbvh, svbvh, qbvh in diferent files (before the only way to switch between them was at compile time)
2009-08-26*Changed RayObject_ calls to RE_rayobject to keep consistency on callsAndre Susano Pinto
*Moved part of counters code to a separated file (rayobject_raycounter.c)
2009-08-13Another tree pass during build to increase the number of nodes that have ↵Andre Susano Pinto
multipe of 4childs
2009-08-11*Added a tree structure with a variable number of childs per node, but with ↵Andre Susano Pinto
groupped childs (for SIMD) *SIMD support for the first 4*N childs of each node *Some bvh code organized
2009-08-11Ability to disable hints at compile timeAndre Susano Pinto
2009-08-07*BLI_memarena support for any power of two alignmentAndre Susano Pinto
*some simd stuff on bvh
2009-08-06*Process leafs as soon as found instead of pushing them on stack for later ↵Andre Susano Pinto
evaluation (leads to early exits) (this is mixed with some simd code commit, althouth no simd is being used up to the moment)
2009-08-05generic hints for raytracerAndre Susano Pinto
for now only BB hint (i am hoping to find a decent frustum-test)
2009-08-04Fix point-hintAndre Susano Pinto
2009-08-04Skip BB tests on primitivesAndre Susano Pinto
the efficiency of this depends on ray-bb and ray-triangle functions efficiency
2009-08-03NlogN building:Andre Susano Pinto
sort once select subsets and kept the order (on X, Y and Z)
2009-07-17Another try with building better trees (this should never make worst trees)Andre Susano Pinto
Expected number of BB tests should reduce a bit (depending on the scene)
2009-07-15*increased stack size (later this should be prepared for dealing with stack ↵Andre Susano Pinto
size in runtime) *put cost model back to normal
2009-07-15*Added support to "BB hints" (which works like a BB version of LCTS - ↵Andre Susano Pinto
longest common transversing subtree) It creates a tree cut after knowing that a given point will pass on a BB. This tree cut is used to accelarate the rays casted from a given BB, eliminating unnecessary BB tests from root till the tree cut.
2009-07-15*fix (was losing childs)Andre Susano Pinto
2009-07-15Just another experimental stuff to optimize the expected number of BB test ↵Andre Susano Pinto
on bvh trees *tree pushdowns after the pushsups :P (its still not local optimum)
2009-07-12*Moved rtbuild to bf_render_raytraceAndre Susano Pinto
*Added vbvh - Just a experimental tree type :) Variable Way BVH - there is no hardcoded number of childs per each Tree Node - idea is to optimize a tree to reduced the expected number of BB tests even after applying SAH (for that an hardcoded n-way is not enough) - for now childs are stored on a linked list