There are still many places to fix. I'll miss the bright yellow!
This commit also uses the new BLF_default function where possible.
Part of T49043 since we call glColor less often.
Minimum target is still 3.3
On AMD pro driver, asking for a 3.3 context gives us *exactly* 3.3, not 3.3+ as desired.
Have not tested proprietary NV or Intel drivers, but this fix should work on all vendors.
-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures
Reviewers: dfelinto, merwin
Differential Revision: https://developer.blender.org/D2452
Issue was indeed in join operation, mesh in which we join all others
could be re-added to final data after others, leading to undesired
re-ordering of CD layers, and existing vertices etc. being shifted away
from their original indices, etc.
All kind of more or less bad and undesired changes, fixed by always
re-inserting destination mesh first.
Also cleaned up a bit that code, it was doing some rather
non-recommanded things (like allocating zero-sized mem, doing own
coocking to remove a data-block from main, etc.).
Tricky issue caused by CDDM_copy() coying MFACE array but not MTFACE which
confused logic later on.
Now we don't copy ANY tessellation unless it is requested to.
Thanks Bastien for help and review!
blenderplayer uses BLF but not Editor UI, so we got a link error for the missing UI_GetThemeColor function.
Moved the new function from BLF to UI.
@Blendify reported problem in IRC
For anything fancier than regular Theme colors (shading, alpha, etc.) do this:
unsigned char color[4]
UI_GetThemeColor[Fancy]4ubv(... color)
BLF_color4ubv(fontid, color)
That way the BLF color API stays simple.
'page' prop of scroll up/down operators would get stuck once set once by
pageup/down keys... Now only take this prop into account if explicitely
set, not when its value is inherited from previous run.
Strangely this change does not affect the performance very much.
Suzanne subdividide 6x (ortho view):
Before:0.00013983
After :0.00013920
But it makes it easier to read the code
When the function that tests snap on multiple elements starts from the face and ends at the vertex, the transition between elements becomes much smoother.
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
This code was already disabled.
We might be able to simplify GPU_check_scaled_image even further. Maybe even delete it? Just removing the obvious stuff now.
Keeping is_power_of_2_resolution function since it is still used in DXT logic.
Taking advantage of the area, the depth is decreased 0.01 BU to each loop to give priority to elements in order: Vertice > Edge > Face. This increases the threshold and improves the snap to multiple elements
The previous solution took arbitrary values to determine if the mouse was near or not to the Bound Box (it simply scaled the Bound Box).
Now the same function that detected the distance from the BVHTree nodes to the mouse is used in the Bound Box
This revision extends the functionality of the "Fill Range by Selection" button in
the "Distance from Camera/Object" modifiers so that only selected mesh vertices
in the edit mode are taken into account (instead of considering all vertices when
in the object mode) to compute the min & max distances from the reference.
This will give users much finer control on the range values.