Fixes performance issues of C++ one with Windows MSVC debug builds...
Merely a translation from msgfmt.cc code by @sergey, using BLI libs intead of C++'s stdlib.
Reviewers: sergey, campbellbarton, LazyDodo
Subscribers: sergey
Differential Revision: https://developer.blender.org/D2605
QtKit was removed in macOS Sierra, this patch disables WITH_CODEC_QUICKTIME
in Sierra and greater versions of macOS.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2645
MX (Multiple conteXt) support was dropped from the GLEW 2.0 library to make core profile support cleaner.
Our WITH_GLEW_MX build option was OFF by default already; this commit removes the inactive code paths.
I'm working on a plan for multiple GPUs, contexts, resource sharing, etc. This commit gives us a cleaner starting point for that upcoming work.
Tested on Mac, will test on Linux & Windows immediately after pushing.
This was blocking core context setup on Mac, since accumulation buffers are obsolete. With this (and appropriate CMake options) I now get
renderer: 'Intel HD Graphics 4000 OpenGL Engine'
vendor: 'Intel Inc.'
version: '4.1 INTEL-10.24.45'
in system-info.txt intead of
version: '2.1 INTEL-10.24.45'
By mistake, the code relied on ALEMBIC_ROOT_DIR being defined by the user
running the tests. Now CMake macros are used to correctly find the Alembic
root directory.
Matrix.decompose() should either return "location, orientation, size" or
"translation, rotation, scale". Since there are constructors for the former,
I've replaced "location" in the documentation with "translation".
The code is still the same, I just changed the documentation.
The original code was failing because the base to object flushing was
only happening as part of the depsgraph. However we can use the
evaluated values to set the initial values of the base.
In this particular case, we couldn't set the new object visible because
its selectability flag was not set yet.
We were not updating depsgraph when collection just "became" selectable,
but although this doesn't change object selection, it change its
selectability.
The idea is to have osme geenric BSDF node which is subclassed by
"regular" BSDF nodes and uber shaders.
This way we can access special type and closure type for making
decisions somewhere else.
No longer passing time as float and constructing ISampleSelectors all
over the place. Instead, just construct an ISampleSelector once and
pass it along.