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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.
2014-03-01NDOF: add navigation modes to user preferencesCampbell Barton
also comment debug prints for raytracing
2014-02-14Blender Internal: Fix regression that sometimes shadows are not rendered, ↵IRIE Shinsuke
caused by rBec4ed2e3df507245aceb7341b4fdf2f5ed935067. Easy mistake in code cleanup. :)
2013-12-12Code Cleanup: replace global debug checks in raycast with DEBUG ifdefCampbell Barton
2012-11-04code cleanup: double promotionsCampbell Barton
2012-10-23rename api functions...Campbell Barton
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-14fix for incorrect initial boundbox with svbvh raytracing. (bad use of FLT_MIN)Campbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-05-15style cleanup: raytree codeCampbell Barton
2012-05-13code cleanup: missed some min/max use of float[3], also found case of ↵Campbell Barton
DO_MIN/MAX re-reading same value from array 4 times when it can do once (use minf rather then MIN2, same for maxf)
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.
2012-03-26style cleanup: use NULL rather than 0 for raytrace code.Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
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.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2010-02-12correct fsf addressCampbell Barton
2010-01-12Raytrace: only print debug info when running with -d option.Brecht Van Lommel
2009-10-06Last fix still failed to link under mingw.Andre Susano Pinto
This time it works! (gcc and mingw can handle compile and link)
2009-10-06*Added memset's to make sure counters start on zeroAndre Susano Pinto
*Disabled ray counter (can be enabled on render/extern/include/RE_raytrace.h by commenting out the define) *marked bvh_node_merge() as static inline (hopping it now compiles on gcc and mingw)
2009-10-06One last try - this should fix the remaining issues:Joshua Leung
* Made bvh_node_merge() in svbvh.h static (fix suggested by jaguarandi). This makes mingw link again. * Also, patched my previous fix for ... = {}; since mingw didn't like the other fix (which was for msvc).
2009-10-06Attempts at some compile fixes for jaguarandi's code:Joshua Leung
* mingw almost compiles again cleanly, except for a linking error when linking blender http://www.pasteall.org/8297 * win64 should compile again too to a similar degree? * silenced warnings about no newlines...
2009-10-06Added #ifdef __SSE__ so it can still build when SSE is disabled at compile timeAndre Susano Pinto
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)
2009-08-14Addition of some fake nodes to use SIMD even when theres only 3 nodesAndre Susano Pinto
2009-08-11fix instance support when using SIMDAndre Susano Pinto
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