Age | Commit message (Collapse) | Author |
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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Not currently used, it's a preparation for the further work.
Should not be functional changes.
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Main issue in previous code was that you could not shift-alt-rmb select several
contiguous strips, result was pretty much unusable.
Also, enhanced general behavior of this selection mode, now (similar to alt-rm clicking
on handles), when you alt-rmb click on a same strip several times, you alternate between:
* Strip is selected, neighbor handles are selected;
* Strip and its handles are selected, neighbor handles are selected.
…which allows you to either grab or slide the strip.
And refactored a bit code too, linked_handle has a complete different logic
than without this option, simpler and clearer to completely separate them in code.
Initial issue reported by Leon Cheung on IRC, thanks!
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D1415 by @scorpion81, with minor edits
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Also, cleaned up a bit that code, and added releavnt entries in Select menu.
Reported on IRC by Leon Cheung, thanks!
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It is rather annoying attitude nowadays to use const qualifier all over the
place, including using it for multi-dimensional arrays. This isn't really
supported in GCC prior to version 5.0 because it considers such an arrays
to be a "pointer to a const pointer" which gives implicit casting errors.
It's not possible to disable this particular type of warnings treated as
errors in any GCC version prior to 5.0 as well, meaning currently usage of
-Werror globally in Blender code is not possible at all.
This commit makes it possible to use -Werror in areas which are complaint
with older GCC versions. New advanced CMake options are:
- WITH_COMPOSITOR_WERROR
- WITH_LIBMV_WERROR
- WITH_CYCLES_WERROR
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Vert/Face select in painting modes weren't drawing after recent changes.
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by scorpion81 on irc
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behavior to what is intended.
Logic was just broken for the LEFT case here.
Also cleaned up and made behavior more consistant between strips and markers.
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artifacts in cycles textured mode.
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incorrectly.
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direction as the surface.
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Unfortunately, loops and polys are generated, therefore we need to keep
copies. Still not painting after this commit but at least no crash now.
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Instead only create MFace layer when its requested
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gives the index of a vertex in a looptri
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Easy one, we don't draw quads anymore. Also normal
didn't use polygon index
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subdivision.
Classic integet overflow/size_t substitution case. Machines are getting
powerful enough to easily expose these kinds of error now.
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Checking space returned from CTX_wm_space_image() is SPACE_IMAGE type... tssst. :)
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Sculpting w/ subsurf crashed
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Since many callers only need a single triangle
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This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.
This doesn't yet move all internal code from MFace to LoopTri just yet.
Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint
Thanks to @psy-fi for review, fixes and improvements to drawing!
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Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse."
This reverts commit 371e5f25a054759014efa27c6fe4d497854ed64e.
The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7)
Also 5dc22fbbf had to be adapted to the reverted code.
Conflicts:
source/gameengine/Ketsji/KX_Scene.cpp
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Our 'unit epsilon' was too small, given the fact we only display up to four digits usually...
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Issue was that with those files, Blender generate a float image by default, not a byte one...
Now, we ensure in two places we only get a byte imbuf for our thumbnails!
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Issue was caused by deform vert layer existing in the mesh.
Solved in quite simple way, but it still might be missing
some other layers.
Any custom data experts around to check if it's correct?
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Remove legacy code completely, now dyntopo, multires et al even work on
GL 1.1 for really hardcore users :p
Real purpose here though is to be able to have fast multires drawing
even with VBO off, since it requires using indices for vertex buffers.
Also made own code elf puke an eaten normal update function which
made multires not update normals in solid mode...sorry.
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slows startup on remote, network fs... etc.
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Avoid recalculating the material color when its the same as the last.
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Get rid of legacy drawing, it's only used for selection,
in which case we can prepare a temporary color buffer and draw
at once. Code is not complete here because we still redundantly
set the draw color in the draw function and don't ommit hidden
faces automatically. Still it works 100% without immediate mode
now.
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Missed adding return value in one place.
Thanks a lot to Thomas Szepe for reporting the issue and finding the solution!
Question remains: how could MSVC allow such a code to compile in some cases
(own win64 + scons buildbot win32 were OK with that it seems!).
Crappy compiler, not comming to the rescue of stupid dev...
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Silly oversight on the viewport patch
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