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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
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-05-15style cleanup: raytree codeCampbell Barton
2012-04-29style cleanup: function calls & whitespace.Campbell Barton
2012-04-28style cleanup: changes to brace placement / newlines - for/while/if/switchCampbell Barton
2012-03-26style cleanup: use NULL rather than 0 for raytrace code.Campbell Barton
2012-03-11style cleanup, also remove unused externs.Campbell Barton
2012-03-09style cleanup: comment blocksCampbell 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
2011-03-12Fix #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.
2011-01-07split 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
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...
2009-10-04Added 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)
2009-09-06*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)