Age | Commit message (Collapse) | Author |
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A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
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Error in 0b5a0d84
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Gives little to no speedup (a few percents at best).
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Gives about 5% speedup in scene with lots of nodes (army_of_clones.blend)
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Although there is a "UI limit", it's necessary to have the hard limit on the
property too. I noticed this bug first hand just now, when, after accidentally
setting the size to 8188 (due to a combination of typos and sluggish UI refresh)
my machine locked up completely when trying to jump to that frame. It got so bad
that I had to do a hard reset to fix it - so, it's possible that even 1000 or 2000
as used now are actually way too large still.
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It was possible to have issues in cases when several child dependencies
goes to IDs with different layers. In this case order of flushing was not
really well defined, which could lead to cases when indirect dependency
via invisible object wouldn't work.
Need some sort of barrier to prevent scheduling of parent nodes for until
all children are done, but that's becoming quite nasty thing to implement.
Added a temp field to component for now. maybe it's not so crazy actually
and we might use it for evaluation as well, so we wouldn't flush updates
to components which does not affect visible stuff.
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This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.
Reviewers: sergey
Projects: #nodes, #opengl_gfx
Differential Revision: https://developer.blender.org/D2036
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Intel cards
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Previously a whole mesh was stored between undo steps,
This commit uses BLI_array_store to de-duplicate memory use between undo steps.
Memory saving depends entirely on kinds of edits performed,
in own tests 5x-15x less memory use is common.
Compacting the memory does give some overhead however its done in a background thread
so its not blocking in most cases.
New behavior and threading can be ifdef'd out to check for regressions.
See D2026 for details.
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This supported in-memory de-duplication,
useful to avoid in-efficient memory use when storing multiple, similar arrays.
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Not replacing with some BLI_task_stuff here, tests show this is pointless
(in absolute best case - i.e. single huge mesh in scene - parallelizing here switches
from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).
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flags have been set incorrectly
Sometimes the autokeying flags don't get set correctly (i.e. the "mode" flags
used for 'Add + Replace' vs 'Replace Only' aren't set), meaning that the old logic
would always fall through to the "replace only" case. When this happens, the resulting
behaviour can be quite strange and hard to debug. This fix prevents problems like
this from continuing to be an issue...
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from other tools)
Differential Revision: https://developer.blender.org/D2037
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Not sure why, but ANIM_animdata_update() totally ignored NLAStrip type of bAnimListElem.
For now only added support for ANIM_UPDATE_DEPS type of update, don't know whether
others are needed in this case or not... time will say.
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Differential Revision: https://developer.blender.org/D2034
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RNA arrays now display their index, with support for multi-dimensional arrays.
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Fix suggested by Daniel Rivera.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2033
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This is mainly a maintenance commit which was aimed to make work with
this module more pleasant and solve such issues as:
- Annoyance with looong files, which had craftload in them
- Usage of STL for the data structures we've got in BLI
- Possible symbol conflicts
- Not real clear layout of what is located where
So in this commit the following changes are done:
- STL is prohibited, it's not really predictable on various compilers,
with our BLI algorithms we can predict things much better.
There are still few usages of std::vector, but that we'll be
solving later once we've got similar thing in BLI.
- Simplify foreach loops, avoid using const_iterator all over the place.
- New directory layout, which is hopefully easier to follow.
- Some files were split, some of them will be split soon.
The idea of this is to split huge functions into own files with
good documentation and everything.
- Removed stuff which was planned for use in the future but was never
finished, tested or anything.
Let's wipe it out for now, and bring back once we really start using
it, so it'll be more clear if it solves our needs.
- All the internal routines were moved to DEG namespace to separate
them better from rest of blender.
Some places now annoyingly using DEG::foo, but that we can olve by
moving some utility functions inside of the namespace.
While working on this we've found some hotspot in updates flush, so
now playback of blenrig is few percent faster (something like 96fps
with previous master and around 99-100fps after this change).
Not saying it's something final, there is still room for cleanup and
API simplification, but those might happen as a regular development
now without doing any global changes.
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Blender 2.7x supports OpenGL 2.1 which has FBO only as an extension.
It was working fine, but this is more correct.
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improved: add support for bone tail export/import using Blender Collada profile
Differential Revision: https://developer.blender.org/D2031
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Gives over 50% faster scope update (from 4.5ms to 2.2ms here with SD shot)!
Probably mostly due to more clever usage of thread-local data (which avoids any lock,
when OMP code had a rather stupid critical section for minmax)...
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Bevel had assumed that when rebuilding a face that touches
a vertex with beveled edges, the edges of the face at that vertex
would be adjacent in internal order. That is not necessarily true
if there are edges with more than two faces attached.
We could just prohibit beveling any edges that touch a vertex
where this happens (we already don't bevel non-manifold edges)
but the use case in the model of T47257 seems reasonable.
Also had to fix the edge-ordering code, and the face reconstruction
code to take care of cases where the face normal may not be as expected.
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This is a weak concept, but nice t support it for now, so we can enable
new depsgraph by default earlier.
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Shading mode
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