Age | Commit message (Collapse) | Author |
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Each engine was doing this on its own.
Move to DRWContextState, use an enum.
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Split out shader struct, no function changes.
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Information taken from related files committed at the time.
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Matches 2.7x behavior.
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This reverts commit 06a6b5dba459d4153d85c5894e3c3e72abeb34e3.
The error is that geometry was hidden in the first place,
this should only apply when selecting verts/faces.
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This is more like a band-aid than a real fix actually, real fix would be
to understand why rendering smoke requires auto texspace to be ON
(afaict, this was not the case in 2.7x)...
But I've already spent way too much time on this issue, at least now we
get better situation than before (i.e. smoke with adaptive domain works
well even when orig domain mesh has autospace flag disabled).
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Not sure why that was that way (can't remember any good reason at least,
so assuming this is a dummy mistake from own rB33cbcd73448f), this
should be done in any case.
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Differential Revision: https://developer.blender.org/D4210
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Differential Revision: https://developer.blender.org/D4223
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The UV was not calculated for second point (1), only first and > 1
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It's too slow for now, could be considered if it's optimized more.
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The data was not caculated when complete a primitive and it was only updated when use Edit mode.
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Differential Revision: https://developer.blender.org/D4237
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Differential Revision: https://developer.blender.org/D4150
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Also includes some minor refactoring: use guard clauses instead of nested conditionals.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4238
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Missing dependency graph relations caused race conditions.
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Free the BVH tree immediately along with the mesh, otherwise we might access
invalid mesh data.
Differential Revision: https://developer.blender.org/D4201
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After rename is done we need to make sure all copies of
corresponding datablocks are updated in all dependency
graphs: otherwise bone will have a new name, but animation
will still be using an old one.
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Addition of clipping from 7467049055a7
didn't account for non viewport display.
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Was happening in release builds.
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The issue was caused by intermediate DerivedMesh being created with
scene's Simplify settings taken into account. This is what happens
when one area makes implicit decisions based on whether passed Scene
pointer is not NULL.
Made it so ignoring simplification serttings is an explicit flag,
which makes it easier to follow what's going on.
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This is actually a workaround for the crash in OpenSubdiv.
Topology refiner will have a crash when special conditions
are met:
- Refiner is configured to use infinitely sharp patches.
- Refinement happens for the level 1 (which we call Quality 1 on
Blender side).
- Mesh has non-quad faces.
The workaround is to force refinement to happen to level 2 (or
quality 2 on Blender side) when those conditions are met.
Later on with the next OpenSubdiv update we can remove this
workaround, since there was work done on OpenSubdiv side to
deal better with such configurations.
The modifier will now be somewhat slower, but this will be
compensated with upcoming topology cache enabled by default.
The workaround is done when initializing settings, so the
comparison of topology refiner settings is happening without
any extra workarounds there.
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We'll need to replace built-in shaders to add support for clipping.
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Error introduced with bmesh operator enum support: 1e6a5eb087911
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D4236 by @sobakasu w/ edits.
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Part of D4236 by @sobakasu
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Add 'G_draw' for all draw manager globals,
avoids adding extern to each file.
Connection between `ts` and `globals_ubo` wasn't obvious,
now called `G_draw.block` & `G_draw.block_ubo`.
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Avoids messy conditional defines and inline lib allocation.
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While verbose, this is a more flexible way to construct shaders.
Libs & defines can be optionally included for each shader type
which was previously done with inline string creation.
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These only contain shaders, so name Shaders instead of ShaderData.
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In grease pencil is not logic add an object inside other object in edit mode. The object must be created only in Object mode.
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There were some issues when copy the weights and other memory leaks.
Also some code cleanup.
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Fix T60667: Eevee: reflection plane bug in rendered view.
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Caused:
error: unsized array index must be constant
Use hard coded number of clipping planes, copying the 4th to 5 & 6
when only 4 are used.
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This makes it possible to have some code specific to each shader inside a
shader library.
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