Merge branch 'blender-v4.2-release'
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@@ -178,7 +178,7 @@ void main()
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/* WATCH: To be kept in sync with `max_view_per_tilemap()` function. */
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bool is_render = max_view_per_tilemap == SHADOW_TILEMAP_LOD;
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/* Tag base page to be rendered if any other tile is needed by this shadow.
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* Fixes issue with shadow map ray tracing sampling invalide tiles.
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* Fixes issue with shadow map ray tracing sampling invalid tiles.
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* Only do this in for final render or if all the main levels were already rendered.
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* This last heuristic avoids very low quality shadows during viewport animation, transform
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* or jittered shadows. */
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@@ -275,7 +275,7 @@ BatchHandle GPU_material_batch_compile(blender::Span<GPUMaterial *> mats);
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*/
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bool GPU_material_batch_is_ready(BatchHandle handle);
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/**
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* Asign the compiled shaders to their respective materials and flag their status.
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* Assign the compiled shaders to their respective materials and flag their status.
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* The materials list should have the same length and order as in the `GPU_material_batch_compile`
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* call.
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* If the compilation has not finished yet, this call will block the thread until all the
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@@ -45,7 +45,7 @@ void main()
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/* Transform strip rectangle into pixel coordinates, so that
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* rounded corners have proper aspect ratio and can be expressed in pixels.
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* Also snap to pixel grid coorinates, so that outline/border is clear
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* Also snap to pixel grid coordinates, so that outline/border is clear
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* non-fractional pixel sizes. */
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vec2 view_to_pixel = vec2(context_data.inv_pixelx, context_data.inv_pixely);
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size = round(size * view_to_pixel);
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@@ -442,8 +442,8 @@ static bool old_id_property_type_matches_socket_convert_to_new_string(
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}
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/**
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* Check if the given `old_property` property type is compatible with the given `socket` type. E.g.
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* a `SOCK_FLOAT` socket can use data from `IDP_FLOAT`, `IDP_INT` and `IDP_DOUBLE` idproperties.
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* Check if the given `old_property` property type is compatible with the given `socket` type.
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* E.g. a #SOCK_FLOAT socket can use data from #IDP_FLOAT, #IDP_INT and #IDP_DOUBLE ID-properties.
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*
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* If `new_property` is given, it is expected to be of the 'perfect match' type with the given
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* `socket` (see #id_property_create_from_socket), and its value will be set from the value of
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