Age | Commit message (Collapse) | Author |
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While trying to simplify text drawing, noticed no Blender code uses the blur feature. Hopefully scripts don't use it!
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Part of T49450
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This was already fast on Apple, but @Severin and @dfelinto noticed slowdowns in user prefs, which is text heavy.
The problem was immBeginAtMost not being smart about VBO write flushing. immBeginAtMost can use all of its allocated range or only a subrange. The previous code was forcing back-to-back draw calls and buffer writes to serialize. This commit lets OpenGL know that our VBO writes never overlap, so there's no need to wait.
Should be much faster now!
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Own mistake in ae8e8454700.
Patch by @efi0ng, thanks!
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1 or 2 draw calls per node instead of 1 per socket (inputs + outputs).
Rearranged draw order so we set uniforms less frequently.
Some style & dead code cleanup.
Part of T49043
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Smooth round point with outline (uniform color) and fill (varying color).
Updated shader naming scheme: a shader that doesn't deal with color does not have to say "no color". Vertex shaders do not have to say "uniform color" since their frag counterpart actually has the uniform. Each name should describe what that shader *does*, not what it *doesn't do*.
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I use your new point shader to draw the node's soket
Reviewers: Severin, merwin
Maniphest Tasks: T49043
Differential Revision: https://developer.blender.org/D2286
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thanks, gcc
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Own mistake in ae8e84547005.
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Avoids all kinds of setup & preparations to draw nothing.
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Some strings have known length, others are NULL terminated (len = INT_MAX in this case).
Now font drawing knows to treat INT_MAX special.
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Previously, highlights (mouse hover, selection, search-match) didn't affect background of restriction icons, now the entire line gets highlighted.
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Some little UI polish to get familiar with outliner code (but also because it's a useful feature). Committing to blender2.8 branch but can also port to master (2.7) if wanted.
This basically causes the mouse hovered element to be highlighted. Contrast of the highlight should be fine, even with a non-default theme. Also did some minor cleanup.
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This starts to decouple non-mesh objects and the legacy draw pipeline.
It shows how we can mix e.g., Cycles and lamps and empties.
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routine
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Part of T49043
Reviewers: merwin
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Was one draw call per glyph, now one per line.
Still room for improvement here.
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lines
This function will be replace by geometry shader, but we need this fix until the shader will be ready. The problem is similar to T49614.
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between stroke points
The problem was the function tried to draw a line with one point only. This fix will be replaced by new geometry shaders, but we need while this change is not ready.
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Before this change, the stroke was filled only after complete the stroke drawing. For artist is better to get a feedback of the area he is filling while drawing, so this commit draws the filling area while drawing.
The triangulation of the stroke is recalculated every time the function is called because using a cache is not useful because the points information is changing all the time while the stroke is being drawing.
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Regression from rB69b66d549bcc8, was supposed to be non-functionnal
change, so not sure why search menu was reduced here? For now, restore
to 2.77 width.
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zoom distance.
Allow for zooming in at max zoom distance.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D2291
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conversion
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immUniformThemeColorBlendShade
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API stays exactly the same.
Attribute names can still be of variable length, as long as the average length does not exceed AVG_VERTEX_ATTRIB_NAME_LEN. Since this includes unused attributes (length = 0) the current avg of 5 might even be too high.
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Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.
Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.
Thanks @dfelinto for looking into the report and simplifying the case.
Should be included into 2.78a.
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Such a "referenced proxy" could be a proxy that is used in a constraint on
another object. Brings back part of 1cdc54dc7db85766 but without the
memory leak.
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(no need to unbind/rebind the same program)
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This allows appending of an entire scene from another blend file into this one,
even when that blend file contains proxified armatures.
This replaces the approach from commit 1cdc54dc7db85766.
Thanks @sergey for the help.
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Column flow layout was abuse ui_item_fit in a weird way, which was
broken for last column items.
Now rather use own code, which basically spread available width as
equally as possible between all columns.
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Things are complicated enough like that, no need to add useless noise on
top of it!
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Longstanding to-do is now to-done.
Heinous bug reported by @dfelinto pushed me to fix this.
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New functions activate & deactivate immediate mode. Call these when switching context and the internal VAO will be handled properly. VAOs are one of the few things *not* shared between OpenGL contexts.
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