Age | Commit message (Collapse) | Author |
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Those are no more needed.
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Using geometry shader allows us to get rid of the 'line origin' extra
vertex attribute, which means dashed shader no longer requires fiddling
with those vertex attributes definition, and, most importantly, does not
require anymore special drawing code!
As you can see, this makes code much simpler, and much less verbose,
especially in complex cases.
In addition, changed how dashes are handled, to have two 'modes', a
simple one with single color (using default "color" uniform name), and a
more advanced one allowing more complex and multi-color patterns.
Note that since GLSL 1.2 does not support geometry shaders, a hack was
added for now (which gives solid lines, but at least does not make
Blender crash).
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No need to add extra complexity of conditional dashing here for now!
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Note the ugly hack on number of segments for outline dashed circle, to
get an OK-ish rendering of dashes...
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Needed a bit of twisting in generic private func behind the imm_draw_circle
helpers, but think it's fine.
Note that this demonstrate yet another downside of new dashed shader
compared to olde line style: not only does it needs more complex setup,
and can only work with PRIM_LINES type of primitives, but it also
behaves totally wrong with chained short segments!
We really need to find a better way to do this effect at some point. :(
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When using both preferences, use cursor depth when nothings selected.
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Avoid calculating a new split-index when re-fitting.
While checking if a knot can be removed, the index with the highest error
can be used as a candidate to replace the knot
(in the case it can't be removed).
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Also restore drawing of local action markers in NLA strips...
Note: there is another usage of setlinestyle in this file, not sure how
to hanlde it for now, so will leave it for later...
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Also remove from pass list (there were some duplicate unused entries).
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Hi Guys,
as one of my clients needs the possibility to have custom menu entries in the general right click menu (all over Blender: in the node editor, properties, toolbars,..) I talked with Campbell about expanding our hard coded menu a bit. This is the outcome. As I only need those two, I support currently a button_prop and a button_pointer.
{F540397}
I tested the changes with a custom script where I added a custom entry and executed an operator on click - it seems to work exactly how it's intended to. The script: {F540435}
As I'm not too experienced in rna stuff I would really appreciate any review.
Thanks very much Campbell for his open ears & help on this issue!
Reviewers: campbellbarton, mont29
Reviewed By: campbellbarton, mont29
Subscribers: sybren, mont29
Tags: #addons
Differential Revision: https://developer.blender.org/D2612
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This one has been painful, it's doing lots of nifty conditional drawing
of all kind... Also, very nice illustration of how cumbersome it is to
use dashed shader currently, we really need to find a simpler way at
some point imho. But this is not critical issue either, for now we can
live with some uglyness like that. :/
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This is easier to extend than the if/else if/else chain that was in place,
and allows for somewhat more granular error messages.
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e4d856e3 caused lattice vertices not to draw in editmode.
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- enabled lights
- alpha test
- texture environment
- point sprites (always enabled in modern GL)
Moved is_clip_plane for better struct packing, no functional change there.
Part of T51164
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Not supported in core profile. We could do this in GLSL if it's really needed.
Part of T51164
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These parts will not be part of final viewport, but are called indirectly during the transition. To avoid runtime errors on core profile, exit early -- functions effectively do nothing.
I put the early exits inside the functions to avoid cluttering the code that calls these. But (long term) the calling functions need to change.
Basic shader's detect_options function was unused and full of old, so I deleted it.
Part of T51164
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GL_LOGIC_OP is a synonym for GL_INDEX_LOGIC_OP, from OpenGL 1.0's indexed color drawing. It's not part of modern GL and causes an error in core profile.
GL_COLOR_LOGIC_OP is still supported in the latest GL. It's the last stage before writing to the framebuffer.
Part of T51164
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or GREEN or BLUE. These are deprecated and cause errors under core profile.
TODO: get color depth value another way
Part of T51164
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Texturing is always enabled in GLSL. Simply use a sampler in the shader.
Replaced gpu_generate_mipmap with glGenerateMipmap since the former just Enabled/Disabled the texture target and called the latter.
Part of T51164
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With GLSL there is no need for GL_NORMALIZE. We explicitly normalize in the shader, or (better) send in unit vectors.
Part of T51164
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fixes a copy/paste mistake
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This is related to OpenGL evaluators (old feature). From my understanding, we don't seem to be actually using it.
Part of T51164
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Note that I also made 'dash anchor point' consistent (the static one,
not the mouse one), in previous code somtimes dashed were anchored to
the static center point, in others, to the moving mouse position, the
later was rather disturbing imho...
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Differential Revision: https://developer.blender.org/D2632
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