Is actually a redundant cast since Blender uses -funsigned-char, however I think it's fine to be explicit about it in new code so cast is required to make compiler happy. Am not a fan of -funsigned-char anyway...
Changed drawing to use smooth lines, and to fade away when axis points toward / away from screen. (transform manipulators do this already)
Also fixed a nearby (but unrelated) missing immUnbindProgram.
Part of T49043
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code.
Use linear screen-space interpolation instead of perspective.
Avoid redundant call to glMatrixMode.
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.
I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
Replace the W shortcut for subdivision by a new menu for edit specials
in order to keep consistency in UI.
Subdivision is not used all the time, so it's better assign this
shortcut to menu.
In some situations the artist needs to subdivide a stroke created with
few points before, specially for sculpting.
The subdivision is done for any pair of continuous selected points in
the same stroke.
The operator can be activated in edit mode with W key and has a
parameter for number of cuts.
The idea is to have a dedicated thread which is responsive for all the
file writing to a separate thread, so slow disk will not slow down
OpenGL itself.
Gives really nice speedup around 1.5x when exporting barber shop layout
file to h264 video.
any object
There were a couple of crashes caused by stupid typos in
rB631af9f930d2fd2c76751204ff22239aa95f761d and
rB78ea06fea4a74181c25254ed72d50d8a743b6954, as well as a shamefull lack
of 'testing before committing' which only affect exporting.
One crash was due to using RNA_boolean_get instead of RNA_enum_get, the
other one was a tricky case of order of deletion happening in the
destructors of AbcExporter and ArchiveWriter.
Should not affect RC or release.
Fixed compile error in debug build (thanks mont29)
Renamed some functions for consistency.
New features:
Create a Batch with immediate mode! Just use immBeginBatch instead of immBegin. You can keep the result and draw it as many times as you like. This partially replaces the need for display lists.
Copy a VertexFormat, and create a VertexBuffer using an existing format.
Resize a VertexBuffer to a different number of vertices. (can only resize BEFORE using it to draw)
Was already done for immediate mode, but rearranged code to make a clean separation. Cleaned up #includes for code that uses this feature.
Added same for batched rendering.
Follow-up to rBddb1d5648dbd
API is nearly complete but untested.
1) create batch with vertex buffer & optional index buffer
2) choose shader program
3) draw!
It was annoyingly slow to do roundtrip from byte OpenGL render to
float render result and back to byte image format (which is used
in 99% of cases for the OpenGL previews),
Now we use render result's rect32 to store render result which is
already supposed to be in the display space.
Gives about 30% speed improvement for OpenGL previews here.
This function modifies the GL program object, which reduces our ability to share a shader among meshes with different vertex formats. Recommended approach is to use get_attrib_locations.
This was quite weak to consider all scripted expression to be time-dependent.
Current solution is somewhat better but still crappy. Not sure how can we make
it really nice.
Stupid mistake wrapping path validation code inside a BLI_assert, which means it was
only called in Debug builds...
Found by Sergey, thanks.
Should be backported to 2.78.
Those 'never null' ID pointers are really a PITA to handle... luckily we don't have much of those around!
Found by Sybren, thanks.
Should be backported to 2.78.
This is internal pointer helper for scene evaluation and tools, though exposed to bpy API,
it can give false 'dependency cycles' in bpy.data.user_map() results.
That's followup to rBe007552442634 really, both should be backported to 2.78
This is internal pointer helper for scene evaluation and tools, it's not exposed to bpy API anyway,
and can give false 'dependency cycles' in bpy.data.user_map() results.
Found by sybren in his Splode work.
Uses similar way of storing temp data as object copy paste, just
uses different read entrypoint which does not modify current bmain.
This gives ability to easily copy-paste poses from one blender to
another one.
Hopefully doesn't introduce user-measurable differences.
Request from Peer here in the studio.
Reviewers: mont29
Reviewed By: mont29
Subscribers: hjalti, fsiddi
Differential Revision: https://developer.blender.org/D2229