Age | Commit message (Collapse) | Author |
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This was due to the forward part of the engine not supporting rendered
alpha channel.
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Props to @matc for the fix
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This forces bone transparency / wireframe display when Xray is enabled.
This makes sense as the bone transparency is a kind of Xray and should
be linked to the Xray display.
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This may be usefull if power is animated ans is to be activated at one
particular point in time.
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Instead of doing some fancy stencil buffer tricks, just clear the depth
buffer before the "in front" meshes.
Fix T58841 Hidden Wire when in Edit Mode disables In Front Option
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Workbench forward engine wasn't recompiling shaders when clipping
changed, use GPUShaderConfigData when creating shaders.
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workbench_material_shgroup_uniform handles this.
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While I broke the non-stereo camera frame in rBf1fef41863b I came to
realize after further tests that the stereo camera frame was NEVER
correct.
It is now, regardless of the camera shift, the camera pivot, if you are
looking through the left, right or stereo eyes.
In the end all that was missing was to multiply the shift we needed to
offset the frame, by the frame width.
I also took the opportunity to perform some cleanup/refactor regarding
names. It was too confusing even for me.
Note: Non-uniformally scaled cameras still draw slightly wrong.
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I'm going through my own messy stereo code, and came to realized that
this should be out in its own function a long time ago (as we have in 2.7x).
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Techically we would never get to the part where we would use the
uninitialized value due to an assert.
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Warning/issue introduced on rBcaa357dae70322e.
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SpaceSeq main stereo drawing is for ar->regiontype RGN_TYPE_PREVIEW, but
the drawing code was assuming RGN_TYPE_WINDOW was the only one to be
considered for all the regions.
SpaceSeq still needs stereo drawing in RGN_TYPE_WINDOW but only when
backdrop is enabled.
Bug introduced on rBe01cadd657c76267.
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The volumeObjectMatrix uniform was referencing memory from the temp dupli
object. Create temp storage to store the matrix.
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common_data.view_vecs were not updated before use.
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It was removed by inadvertence.
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The region should be restored correctly, there is already a similar test for
areas to be preserved.
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This lets you only triangulate n-gons when setting the number to 5 or more.
Differential Revision: https://developer.blender.org/D4367
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Patch by Shinsuke Irie.
* * *
Note from reviewer/committer (dfelinto):
OpenGL render from the VSE preview window is working, while the VSE
preview window itself does not show stereo.
That said the patch is ok, and I was able to test that the VSE preview
OpenGL still works. I will tackle VSE preview itself separately myself.
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This corresponds to the behavior of blender 2.79.
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Request from the Spring team. When compositing the CTRL-Shift Click on a
node cycles the viewnode with an output socket. When you have many
render layers you spend time cycling to the desired socket. This patch
allows the user to CTRL-Shift Click on a socket to connect directly to
that socket.
Reviewed By: brecht
Maniphest Tasks: T62785
Differential Revision: https://developer.blender.org/D4564
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Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D4480
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It updates only the main window you edit and the non-main window
children of this main one.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D4528
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Differential Revision: https://developer.blender.org/D4576
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do_clip wasn't working for its intended purpose,
replace with a simpler method.
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Use the same values used for drawing.
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Was using the wrong vector length.
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Volumetric textures were not freed when doing final rendering.
Maniphest Tasks: T62356
Differential Revision: https://developer.blender.org/D4573
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- Rename ui_but_find_active_in_region -> ui_region_find_active_but
- Remove ui_but_is_active (use ui_region_find_active_but instead)
- Re-order ui_but_* functions take the button as their first arg.
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interface_handlers.c is quite large (over 10k lines),
move general button utility functions into a separate file.
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UI scale
Missing multiplication with UI_DPI_FAC.
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Stencil mask drawing was not implemented yet. This commit will implement this for texture painting.
It brings the state back to how it was for B279.
Reviewed By: fclem
Maniphest Tasks: T58727
Differential Revision: https://developer.blender.org/D4570
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