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2015-07-23ImBuf: Fix OpenExr leaking memory when reading file with IB_test flagSergey Sharybin
2015-07-23Use looptri for smoke collisions & particle editCampbell Barton
2015-07-23Use looptri for RNA BVH functionsCampbell Barton
2015-07-23Cleanup; duplicate headerCampbell Barton
2015-07-23Cleanup: arg namesCampbell Barton
2015-07-23Use looptri for mesh remappingCampbell Barton
2015-07-23Utility function to get poly -> looptri mappingCampbell Barton
2015-07-23Use looptri for BVH raycast (simple cases)Campbell Barton
2015-07-23Use looptri for volume snappingCampbell Barton
2015-07-23Missed adding BVH callbacks in recent commitCampbell Barton
2015-07-23Add missing break checking for tangentsCampbell Barton
2015-07-23Mesh Deform: support for ngons when bindingCampbell Barton
Weights were calculated using tessellation data, giving slightly uneven weighting. Now only use tessellation for ray-cast but weight the influences from the original polygons. Also cache arrays from derived-mesh, they we're called each intersection.
2015-07-22Fix weight painting + mask not drawing in latest master.Antony Riakiotakis
Same issue as vertex painting - though one might wonder if we really need to set material on such occasions.
2015-07-22GPU debug: Only flush stderr if needed.Antony Riakiotakis
2015-07-22Use looptri for MeshDeform modifierCampbell Barton
2015-07-22Add bvhtree_from_mesh_looptri utility functionCampbell Barton
2015-07-22Add DM_get_looptri_array utility functionCampbell Barton
2015-07-22Use doxy sections in bvhutilsCampbell Barton
2015-07-22Use const for BVH mesh arraysCampbell Barton
2015-07-22Cleanup: use struct for storing callback dataCampbell Barton
2015-07-22OpenSubdiv: Optimize speed of topology refiner constructionSergey Sharybin
Now the conversion code uses mesh element mapping to speed up lookups. Gives really nice speed improvement here, but the cost is higher memory usage during refiner construction. On the dragon scene here topology refiner construction time goes down from 5 seconds to around 0.01. It's possible to reduce the memory footprint by allocating mapping in stages (don't allocate all of them at once, but do it on demand only and free them after they're not needed anymore).
2015-07-22OpenSubdiv: Resolve crash when trying to do weight mcolSergey Sharybin
2015-07-22Fix crash with recent refactor of customdata writing.Bastien Montagne
Caused by own rBff3d535bc2a6309 - since we now only write the exact amount of layers needed to store saved customdata, we have to adjust CustomData->maxlayer too. Otherwise, on next read, customdata code believes it has more layers allocated than actual number. Issue reported by Campbell over IRC, thanks.
2015-07-22Don't make Python classes of StructRNA on startupCampbell Barton
This gives small start time speedup, classes are lazy loaded instead. Keep existing behavior in debug builds to catch any errors early.
2015-07-22Render preview: Make preview render database lazily loadedSergey Sharybin
Gives about 5-10% of startup time improvement here.
2015-07-21Fix T43779: Cycles texture interpolation issuesSergey Sharybin
That was basically not an issue with interpolation, but rather missing wrapping options and periodic wrapping was always used. It's still a bit questionable why certain graphics cards were doing clamping in the file from the report, that's not something what is expected to happen from the settings of textures being passed to GPU. In any case this issue i still didn't manage to reproduce on any of the available GPUs, might be something related on driver glitch or so. In any case CPU now should behave just fine, rest of the issues we'll need to be able to reproduce first.
2015-07-21Try to remap buffer before rejecting.Antony Riakiotakis
I suspect code here can be cleaned up but for now try this. Alternatively we can check for errors around buffer allocation but this needs bigger changes.
2015-07-21Added Action.fcurves.find(data_path, array_index=0)Sybren A. Stüvel
Finding a specific F-Curve is often needed in Python, and usually consists of a construct like: ``` [fcurve for fcurve in ob.animation_data.action.fcurves if fcurve.data_path == "location"][1] ``` This can now be written as `ob.animation_data.action.fcurves.find('location', 1)` This new function `Action.fcurves.find()` is still O(N) in the number of FCurves in the Action, but at least it allows us to remove boiler-plate code. It is also faster than the Python equivalent, as only the found F-Curve is converted to Python. Reviewers: campbellbarton, aligorith Reviewed By: aligorith Differential Revision: https://developer.blender.org/D1427
2015-07-21Failure to alllocate vertex buffer would not fall back to vertex arrayAntony Riakiotakis
properly. This should fix failure to use vertex arrays in OSX with high polycounts. Note this will not suffice as a fix when we move to VBOs exclusively (GL 3+), we'll have to think of some way to separate huge meshes to many VBOs.
2015-07-21Fix: fixed UI description of Action.new() functionSybren A. Stüvel
2015-07-21Math Lib: use vector funcs for isect_line_line_v2_pointCampbell Barton
2015-07-21Fix T45471: Blend file: Bad old_addr handling in mesh's customdata writing.Bastien Montagne
Issue is rather well explained in T45471: our current customdata writing code easily generates several different blocks in blend file with same 'old' address. This is bad, because those addresses are used as 'uid' during reading process (it kind of work in Blender's own reading process, by mere luck mostly, but breaks the file specs). Solution (suggested by Campbell, thanks) implemented by this patch is to avoid duplicating everything, and instead just overwrite what we needs to skip some cdlayers on write: * the CustomData's `totlayer` number; * the CustomData's `layers` array of CustomDataLayer (keeping its original address using the `writestruct_at_address` helper). New design allows us to get completely rid of the no_free flag stuff in `write_customdata()`. Note that this implies written data is **not** directly valid from Blend PoV, since its written typemap does not match written layers (this is not an issue because typemap is rebuilt on read anyway - and it's easy to fix this if really needed). Also, the backward compatibility saving of mface data remains an issue here, see comment in code. Reviewers: sergey, campbellbarton Projects: #bf_blender Maniphest Tasks: T45471 Differential Revision: https://developer.blender.org/D1425
2015-07-21Fix T45317: Cycles material preview unnecessarily re-renderingSergey Sharybin
The issue was caused by wrong fix for T22741 which forced redraws on any window event, like Expose. Use proper NV_WM | ND_UNDO listener instead,
2015-07-21Fix assert in Outliner.Bastien Montagne
2015-07-21Cleanup: styleCampbell Barton
2015-07-21Fix T45496: Crash loading file during previewCampbell Barton
Regression from multi-view
2015-07-21Fix T45453: Driver button's ignore DPICampbell Barton
2015-07-21Fix T45363: Bone attrs ignore editing all selectedCampbell Barton
2015-07-21Fix Clear vertex group ignoring selected optionCampbell Barton
Thanks to @chadf for spotting
2015-07-21Fix T45458: Edge Slide Mirror doesn't preserve UVsCampbell Barton
2015-07-21Fix T45361: Camera does not rotate in walk modeCampbell Barton
2015-07-21Fix T45450: Loop-select fails to cycle between overlapping edgesCampbell Barton
2015-07-21Fix T45455: Select linked issue w/ hidden facesCampbell Barton
2015-07-21Fix T45434: GPencil on editmode surface failsCampbell Barton
Z-offset use for drawing & picking was problematic for extracting locations from depth values. Use flag to optionally disable.
2015-07-21Fix T45502: Crash showing thumbnailsCampbell Barton
2015-07-21Cleanup: warningCampbell Barton
2015-07-21Remove nonnull attribute, NULL arg is valid here.Campbell Barton
2015-07-20OpenSubdiv: Commit of OpenSubdiv integration into BlenderSergey Sharybin
This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
2015-07-20OpenSubdiv: Add OpenSubdiv files which are related on the CCGSubSurf and GPUSergey Sharybin
Those files are still not in use (SCons will tyr to compile new CCGSubSurf files but no code will be in use at all because those new files are fully wrapped by ifdef WITH_OPENSUBDIV check).
2015-07-20CCGSubSurf: Split file into several smaller onesSergey Sharybin
This is a preparation commit for having OpenSubdiv integrated into Blender and new layout is the following: - CCGSubSurf.c contains implementation of common functions used by both legacy subdivisions code and by the new code in the future. - CCGSubSurf_inline.h contains internal functions which are to be inlined due to the performance reasons. Those functions are only ment to be used bu CCGSubSurf* files. - CCGSubSurf_intern.h contains declarations of private functions and data structures used by CCGSubSurf module. - CCGSubSurf_legacy.c contains legacy implementation of subdivision algorithm. - CCHSubSurf_util.c contains utility functions which are not directly related on the subdivision code (i.e. debug functions, hash implementation etc). There should be no functional changes so far.