Age | Commit message (Collapse) | Author |
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result in the point
This isn't supported since there are subsequent reads to all point coordinates
after modification started.
Probably we need to create a temp copy of point, but that's like extra CPU
ticks.
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Use single structure. It seems we will need to pass more information soon,
so better to do it via the structure.
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view_layer is NULL when the render engine is created, this gets passed
around and ends up in this code causing a crash. This should be reverted
after the render engine api is updated to set view_layer.
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Seems this was just a template, but that template painted everything
green. Not sure what this draw mode should do really.
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The conditionals in particle code are... some sort of madness... I'm not
even sure what the correct behavior should be from looking at it.
In this case the path cache generation was being skipped in edit mode.
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Why is bedit->data.context NULL?
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Its kind of broken, but have to start somewhere
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Due to changes in draw code particles from old files that may have had a
default draw size of 0 will not be visible. Old draw code would check
for this and adjust the size, however the unit for draw size has changed
from pixels to BU, and it no longer makes sense to have such checks.
This patch is to ensure particles from such files remain visible.
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It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
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This was caused by ce0f70fbd62fc812a2508c27a2f392cde0acbdfa
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This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.
This is in prevision of the VAO manager patch.
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This manager allows to distribute existing batches for instancing
attributes. This reduce the number of batches creation.
Querying a batch is done with a vertex format. This format should
be static so that it's pointer never changes (because we are using
this pointer as identifier [we don't want to check the full format
that would be too slow]).
This might make the original Instance Data manager useless but it's currently used by DRW_object_engine_data_ensure().
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Theses batches keeps their memory chuck allocated after transfer to be reused and updated very often.
NOTE: This commit break instancing in DRW. (it's fixed in the next commit)
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These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
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It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
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Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.
GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.
Differential Revision: https://developer.blender.org/D3062
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This makes it really hard to spot errors when function signature changes.
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Avoids redundant calls to the curve evaluation.
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This means we can support having the same scene in different windows
with different edit-objects.
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These are often the same as the viewport, but not always.
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Allow exiting editmode from non-active scene.
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This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.
Maybe not ideal, but the time will show.
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We could loop over active objects but this ensures don't miss any
and avoids complicated context checks.
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Add ED_screen_window_find, BKE_workspace_edit_object
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Also add 'OBEDIT_FROM_EVAL_CTX' macro.
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Part of larger change to remove this variable entirely.
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Texture node title
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This can be very slow if it contains a big texture, and it's not
necessarily setup in a useful way anyway, and materials can be used
in multiple scenes.
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rna_LayerObjects_active_object_update used wrong viewlayer.
Regression in 345c6298e99
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