Derived mesh for particles did not include tessellated faces when it
was expected to. Now added explicit function to copy CDDM with tess
faces without need to re-tessellate the result.
No reason to not make this private to this file, and it gave conflict
when using bpy as module and loading it in a GLib application (which
also has a g_atexit var).
The title says it all actually. Use BLI task to loop over vertices
and distort their locations. Gives 2x FPS increase in a file with
just time-dependent displace modifier on my desktop.
This version will give less spin locks and now well-tested by render engines.
This should reduce amount of threading overhead when having multiple objects
with displace modifier enabled.
In the future this will also help us threading the modifier.
There are more modifiers which could benefit from this, but let's first
investigate the new behavior with one of them.
We (the Microsoft C++ team) use the Blender project as part of our "Real world code" tests.
I noticed a place in WIN32 specific code (dvpapi.cpp:85) where a string literal is losing
its const-ness when being passed to BLI_dynlib_open(). This is not permitted when using the
/permissive- conformance compiler switch (see our blog
https://blogs.msdn.microsoft.com/vcblog/2016/11/16/permissive-switch/)
My suggested fix is to add const and propagate it where needed. Another possible fix would be
to explicitly cast away the const.
Reviewers: mont29, sergey, LazyDodo
Subscribers: Blendify, sergey, mont29, LazyDodo
Tags: #platform:_windows
Differential Revision: https://developer.blender.org/D2495
Instead of reference the vertex first and test the bitmap afterwards. Test the bitmap first and reference the vertex after.
In a mesh with 31146 vertices and the entire bitmap disabled, the loop time is 243% faster
With all bitmap enabled, the time becomes 463473% faster!!!
One possible reason for this huge difference in peformance is that maybe the compiler is not putting the function "BM_vert_at_index" inline (I dont know if buildbot do this, but it's good to investigate).
Looks like `object_map` and `mem_arena` may be NULL sometimes...
Also, cleaned up function pointers declaration of Nearest2dUserData,
those were warning out in gcc. Please, *always* use typdef defined
prototypes for function pointers, it is sooooo much cleaner and clearer
that way. And easy to convert from compatible functions too.
BKE_lamp_free was somehow missing the refactor of datablocks handling
(which, among other things, completely separated ID refcounting and
linking management from ID freeing itself).
Either forgot during development, or lost during merge...
The code looks for the closest element between its centers. In the case of islands, the center of each vertex is the center of the island.
The solution here is to skip the search for islands when the operation is translation
Pretty straight forward actually, just do not bother about obdata part
of vgroups in that case, only copy object part of it.
And let's curse once again those stuff spread accross several types of
data-blocks...
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!
'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.
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
Use new Main->relations ID usages mapping in BKE_library_make_local().
This allows a noticeable simplification in code, and can be up to twice
quicker as previous code (Make Local: All from 2 to 1 minute e.g. in a
huge production file with thousands of linked data-blocks).
Note that new code has been successfuly tested with several complex cases
(production files from Agent327), as well as some testcases from recent
bug reports related to that function. But as always, nothing beats real
usage by real users, so please check this before we release 2.79. ;)
Main areas that would be affected: Make Local operations (L shortcut in
3DView), and append from libraries.
Use Main->relations in BKE_library_foreach_ID_link(), when possible
(i.e. IDWALK_READONLY is set), and if the data is available of course.
This is quite minor optimization, no sensible improvements are expected,
but does not hurt either to avoid potentially tens of looping over e.g.
objects constraints and modifiers, or heap of drivers...