Age | Commit message (Collapse) | Author |
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Clamped the EWA sampling region to buffer size now. Solves the issue,
but needs more tests to be sure weights are correct.
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Missing color copy, noticed by @campbellbarton, thanks!
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This was rather a TODO item related on supporting the proper painting color
space, but added a small tweaks which will make things working for now in
most of the situation (assuming the default view of display is ivnertible,
as it is to be expected to be anyway).
Shouldn't give much overhead since the conversion processors are cached in
the color management code.
And for the note: no, projection painting does not requite such a tweak
because viewport works in sRGB space anyway.
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Either was some residue from the past or somebody didn't implement this in
the right way.
Also fixed memory leak in ED_space_clip_color_sample() caused by missing
image buffer release.
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be cached and reused.
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Naming:
Change pressure to size_pressure, it notes correctly that this value is
updated and expected to be used for size updating only.
Change name of cursor function and since it is used for uv sculpting
only now move to the relevant file. Also cleanup unneeded functionality
from function.
Stroke:
Separate updating of stroke variables to invariants (updated when
stroke->init = false) and variants.
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texture nodes.
Adopt a similar system to texture sampling for painting.
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Note that this commit completely replaces old behavior of the auto_smooth feature in BI.
Also note that split normals are only handled when no "advanced geometry post-processing" is used
(something like Displace will obviously break it, since it has to re-compute normals after displacement...).
Reviewers: brecht
Reviewed By: brecht
CC: campbellbarton
Differential Revision: https://developer.blender.org/D368
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Mostly monkey coding in gpu ("modern" VBO drawing) and DM variants ("legacy" drawing) code...
Reviewers: brecht
Reviewed By: brecht
CC: campbellbarton
Differential Revision: https://developer.blender.org/D367
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* Merely a re-implementation of core split algorithm for BMesh, taking advantage of topological data available.
* This code needs valid loop indices, so added BM_LOOP support to BM_mesh_elem_index_ensure() & co.
Reviewers: campbellbarton
Reviewed By: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D366
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here):
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
(tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
this option is now incoherent, will be addressed in a separate commit.
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D365
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too short."
This reverts own commit e9d733a8bd9ebf803d4afac419670974792a3c0d.
Turns out there is no consensus here, better to open a design task. :/
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Do not use compat version, we do not have a valid previous value really
to use here.
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Patch by John Pavel.
Differential Revision: https://developer.blender.org/D459
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de-duplicate object drawing code between offscreen buffer and regular view3d.
Also skip drawing grease pencil and setting pixelspace when drawing from lamps.
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This could go in 2.70a
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HSL/HSV value would still get converted from linear values.
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Fixed the part with missing tiles highlight and render info when rendering
different scene via the render layers node.
Displaying of the rendered result for a different scene after the render
is finished is still not "fixed". That's an intended behavior actually
to display render result for an active scene.
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HSL sliders jumping. The issue here is that we store HSV in display
space.
To correctly account for that, made sure HSV/HSL is now using the
displayed
color to compute the values in the sliders. RGB values still show
the property values (linear for linear, gamma corrected for gamma
corrected)
We could change the way we store HSV uniformly (ie in all the code), but
we would need to add many more conversions in the picker code to account
for storing it that way. Also it doesn't make sense: Color pickers
should help with -visible- color selection. It may
be worth changing the RGB sliders as well.
My fix takes into account the way HSV is stored in HSVCube as well in
the code.
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changes.
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Fix wrong quat being calculated for curve's path.
Also avoid some divisions by zero.
Happened in cases when all the curve points have the same coord.
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It has no benefits over other BVH types, as far as I know it was only added
because it was possible. This also fixes T39344.
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It's possible that effetc strip would be placed to the same
'machine' as it's inputs. We don't want to clear such strips
from the stack.
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Added a NULL-pointer check for now, actual issue might be
burried somewhere else (aka maybe traversal of the WM is
not actually correct here?)
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The issue was caused by the readEWA spending loads of time trying
to sample regions outside of the buffer.Solved by adding an early
exit check.
We could also clamp the sampling region to the rect, but it's
not so much clear whether weight will be correct in such case
so left it for the future.
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was causing issues with pointcache
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FT headers seems to be inconsistent here, FT_KERNING_UNFITTED
is defined as an enum element, but FT_Get_Kerning expects UInt.
Just case for now.
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Addition of the path to the Freestyle Python API modules to 'sys.path' was delayed until
the first Freestyle rendering, so that any import attempt of the modules in the Python
Console always failed. Now the update of 'sys.path' is done at Blender start-up.
This allows the Freestyle-specific modules to be imported without running Freestyle,
facilitating quick interactive testing in the Console.
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Was confusing to have swap/copy in the one function.
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and done at PBVH update time, since it is possible to have no triangles
to display in a buffer if node is hidden.
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This is meant to support undo when hiding parts of the mesh.
Also avoid rebuilding the PBVH in that case as well (no nodes split)
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While hiding, flush the hidden flags to the faces. This avoids iterating
through all the loops while updating the GPU buffers.
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This gives a huge speedup gain for cases when you've got
rather huge markers on a byte images.
Done by skipping IMB_float_from_rect()/IMB_rect_from_float()
for such cases. We can sample the buffers without color space
conversion.
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This reverts commit c82371fc06ffb8d2970c985b44167e9a5e0222f1.
Caused regression in iterator
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