Campbell Barton
17458c511c
Cleanup: quiet warning
2017-05-17 13:38:06 +10:00
Campbell Barton
aa66f2c7eb
Use byte color for selection drawing
...
Some small advantage to using 1/4 sized data-type.
2017-05-17 13:31:01 +10:00
Campbell Barton
431b7c8eb1
Correct flag when drawing editmode face select
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Own error in updating select code.
2017-05-17 13:26:09 +10:00
Campbell Barton
b4ec0e8cd5
DWM: use generic header for DRWCall
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Avoid alignment mis-match casting between different draw-call types.
2017-05-17 12:58:58 +10:00
Campbell Barton
5bfeaf6cc1
Cleanup: group VBO attributes in a struct
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Some names are a bit arbitrary,
this makes it clear which names are VBO attributes.
2017-05-17 12:36:02 +10:00
Campbell Barton
3d6361aa9c
Cleanup: clarify select terminology
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In mesh cache we have select: color, id, bool.
Current naming didn't make this clear.
2017-05-17 11:47:31 +10:00
Campbell Barton
89483c73fd
DWM: write mesh data to the VBO directly
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Was using intermediate functions to store each data type.
This is still done in some places (for more involved access).
For basic data: coords, normals, colors..etc this is unnecessarily indirect.
2017-05-17 11:34:42 +10:00
Campbell Barton
2f6bc53874
DWM: Add obact for convenience
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Modes often need to check if the object is the active one.
2017-05-17 11:03:09 +10:00
Campbell Barton
8adec78ca5
Cleanup: remove GLSL version checks
2017-05-17 10:46:42 +10:00
Clément Foucault
58a810e640
Draw Manager: Add support for instance Batch.
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Idea is to specify a batch as source of vbo instance attrib.
2017-05-16 20:30:17 +02:00
Clément Foucault
fa76c69627
Draw Manager: support render only mode.
2017-05-16 20:30:17 +02:00
Clément Foucault
90aff807ab
Draw Manager: Texture Memory usage improvement.
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-Use 11_11_10 buffers for hdr content.
-Eevee compositing share 1 buffer if bloom and DOF are both activated.
-Fix slowdown when resizing EEVEE viewport.
-Removed DRW_BUF_*** enums causing confusion.
2017-05-16 20:30:17 +02:00
Clément Foucault
ddc5896c81
Draw Manager: Improve debug
2017-05-16 20:30:17 +02:00
Clément Foucault
2e8cb8d836
Draw Manager: Make use of texture reuse.
2017-05-16 20:30:17 +02:00
Clément Foucault
7a029f4e00
GPUViewport: Add a Texture Pool to reuse textures across engines.
2017-05-16 20:27:52 +02:00
Luca Rood
dc01586b40
Fix crash when particle display is below 100%
2017-05-16 17:42:14 +02:00
Luca Rood
95547bd750
Minor cleanup in clay_engine.c
2017-05-16 16:43:48 +02:00
Dalai Felinto
15317775c5
Outliner: Bring back "activate" object when selecting from outliner
2017-05-16 16:40:00 +02:00
Dalai Felinto
3826e77593
Draw Manager: Small cleanup on bool and bitwise
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We should avoid casting from an int to a flag.
In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.
(also adding explicit parenthesis to a flag check)
2017-05-16 16:26:00 +02:00
Dalai Felinto
b11168c8f1
Clay/Hair: Only show hair when in object mode
2017-05-16 16:18:17 +02:00
Luca Rood
c6da3c2655
Fix hair drawing with collection clay settings overrides
2017-05-16 16:07:45 +02:00
Dalai Felinto
e43597446e
Fix hair width changing
2017-05-16 14:55:36 +02:00
Dalai Felinto
1e31127933
Fix info header stats to iterator over layer instead of scene
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Although this is working fine, there are two changes expected in the new
future once depsgraph copy on write is implemented:
1) To call ED_info_stats_clear a callback from depsgraph, instead of the
notifier system. (that would also allow us to clear only one
SceneLayer).
2) To store/get stats from the evaluated SceneLayer, as well as iterate
over the evaluated objects as well.
2017-05-16 12:50:23 +02:00
Campbell Barton
9619275729
Correct last commit, missing assignment
2017-05-16 18:47:43 +10:00
Campbell Barton
027ae0fdef
Fix sculpt dyntopo undo leaving PBVH at NULL
2017-05-16 18:38:45 +10:00
Campbell Barton
6c951fbd34
GPU: use ifdef for flat shader
2017-05-16 16:57:26 +10:00
Campbell Barton
2fa2814c82
Fix sculpt drawing with Blender viewport
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Would draw without any lighting
2017-05-16 16:38:50 +10:00
Campbell Barton
cbe97bc50f
Fix face-dot's not drawing
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regression in d12d8956
2017-05-16 14:57:28 +10:00
Campbell Barton
a8aebc8dd1
Fix memory leak with mesh cache (w/ select invalidate)
2017-05-16 14:55:29 +10:00
Campbell Barton
d05d73ae75
Fix memory leak with mesh cache (missed last commit)
2017-05-16 13:06:23 +10:00
Campbell Barton
57660aac74
Merge branch 'master' into blender2.8
2017-05-16 13:01:26 +10:00
Campbell Barton
d508b69e44
Cleanup: gcc7.1 warnings
2017-05-16 12:46:52 +10:00
Campbell Barton
5a90542d3d
Fix memory leak with mesh cache
2017-05-16 11:45:23 +10:00
Aaron Carlisle
12651aba03
Fix hair_step is a short
2017-05-15 17:28:01 -04:00
Aaron Carlisle
15e8fbd549
Fix compile error on gcc after last commit
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error: static assertion failed: "invalid limits"
2017-05-15 16:43:33 -04:00
Aaron Carlisle
4621583612
Fix T51297: Use A Higher Hair Segment Limit
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Normally, segments up to 50 can be quite enough for most cases.
However, when dealing with things like braids,
the current limit can sometimes be quite a pain.
2017-05-15 14:29:59 -04:00
Clément Foucault
77d0aec3d1
Mesh Batch Cache: Use compressed format.
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We don't compress UV by default because that would mean restricting them to [0, 1]
Leaving all other code for later settings switch.
2017-05-15 17:55:36 +02:00
Luca Rood
9035aa9cee
Use better prng algo and fix randomness UI
2017-05-15 17:27:15 +02:00
Luca Rood
392b5b8212
Implement matcaps for hair
2017-05-15 17:27:14 +02:00
Clément Foucault
c28a4eb8cb
Eevee: fix some glsl for low quality lamps.
2017-05-15 16:14:18 +02:00
Clément Foucault
e053fade99
Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.
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With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-15 16:14:18 +02:00
Clément Foucault
38125d0499
Mesh Batch Cache: Define Compressed format for shading data.
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Deactivated by default.
All shading attribs can be packed to take less VRAM at the cost of precision (not noticable in this case).
UVs can be packed into I16 but that limits their positions into the [-1, +1] range.
This could be a setting option in the future.
2017-05-15 16:14:17 +02:00
Clément Foucault
f83a244749
Mesh Batch Cache: Optimization, make use of gawain attrib aliases.
2017-05-15 16:14:17 +02:00
Clément Foucault
acc5d02f69
Edit Mode Engine: Fix loose edges/verts not displaying.
2017-05-15 16:14:17 +02:00
Clément Foucault
5a377521aa
Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update.
2017-05-15 16:14:17 +02:00
Sergey Sharybin
1c21e088f2
Fix T50109: Blender crash when a "Render Result" as a Texture
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This commit fixes crash, but user feedback can be improved here to
inform artist that one can't use Render Result as a texture since that
will cause feedback loop.
2017-05-15 15:59:47 +02:00
Sergey Sharybin
1f96dd2e0b
Fix T51348: Node highlighting is broken
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This feature was disabled in the code but not in the interface.
Removing the code, since it needs full re-implementation anyway.
2017-05-15 13:52:17 +02:00
Dalai Felinto
b60f80e9b3
Fix T51501: Cycles baking cancel affects baking script
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Basically upon invoking cycles baking we could canell it which would
leave G.is_break hanging as true. Since we were not setting is_break to
false before exec baking, it would misbehave.
2017-05-15 13:04:44 +02:00
Campbell Barton
df94f2f399
Fix T51180: BMesh crash using calc_uvs=True
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Don't assume UV layer exist.
2017-05-15 16:53:57 +10:00
Campbell Barton
0d65dda147
Merge branch 'master' into blender2.8
2017-05-15 15:51:54 +10:00