Thomas Dinges
cc7b2a0b04
Cycles / Fresnel Node:
...
* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).
Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
2013-11-09 13:14:00 +00:00
Campbell Barton
ecf2eeef23
style cleanup
2013-10-16 04:08:20 +00:00
Campbell Barton
92527b9264
remove assert for poly_find_ear(), added recently but its incorrect, also minor style edits.
2013-10-01 03:56:02 +00:00
Brecht Van Lommel
ae25238f41
Fix #36882 : cycles gamma node not working with glsl materials.
2013-09-30 12:11:27 +00:00
Andrea Weikert
cdc2cf4fd3
FIX: [ #27536 ] GLSL object space normal maps have wrong shading
...
Added object and world space for normal map in GLSL view.
2013-09-20 11:55:43 +00:00
Lukas Toenne
8953141a53
Fix #36734 Matcap displays solid black.
...
GLSL typo in r60151 caused this.
2013-09-16 11:40:04 +00:00
Stuart Broadfoot
3306afac87
Cycles Hair: Two basic bair shaders added
...
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
2013-09-15 23:58:00 +00:00
Daniel Stokes
494687908c
BGE: Potential fix for [ #35522 ] Broken game engine compatibility since 2.66a on some ATI cards?
...
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
2013-09-11 23:24:45 +00:00
Brecht Van Lommel
d6b96563bc
Fix broken GLSL shader after recent changes.
2013-09-05 00:37:10 +00:00
Brecht Van Lommel
b314209356
Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will
...
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
2013-09-03 22:39:17 +00:00
Campbell Barton
8ef934c73f
ghash/bli-listbase edits, rename BLI_ghash_pop -> BLI_ghash_popkey (since it takes a key as an arg and isnt popping any element from the hash as you might expect).
...
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
2013-08-26 23:37:08 +00:00
Campbell Barton
bbce51d116
replace hashes with sets where possible.
2013-08-25 20:03:45 +00:00
Campbell Barton
f3ceee51fa
fix for GPU_update_bmesh_buffers not setting bmesh vertex index values as dirty (could cause errors later).
2013-08-24 11:46:08 +00:00
Sergey Sharybin
b9ae749480
Make GPU buffers allocation/freeing safe for threading
...
Code in GPU_buffers_free was already trying to be safe
for threading, by skipping OGL calls there, but in fact
it was still buggy.
Namely, freeing was doing buffers shift in a cycle, and
if two threads will call this function shifting will go
crazy.
Now made it so GPU_buffers_alloc and GPU_buffers_free
are using mutex lock, so they're completely safe for
threading. Same goes to gpu_buffer_setup function.
It required minor functions reshuffle, so there're no
locks happening from locked thread, but it's all very
straightforward change
--
svn merge -r58276:58277 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:06:05 +00:00
Campbell Barton
fd7bffa3c5
replace calls to BLI_linklist_append with BLI_linklist_prepend where order us unimportant, since append steps over the whole list each time.
2013-08-16 13:06:40 +00:00
Brecht Van Lommel
3fbd8abcfd
OpenGL VBO's: free VBO pool before redraw, otherwise this just holds onto memory
...
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
2013-08-09 19:55:43 +00:00
Daniel Stokes
f7037737f3
BGE fix [ #35472 ] Sun variance shadows does not work in game engine
...
The game engine had depth testing enabled when blurring the shadows which caused the blurring to not work properly.
2013-07-23 00:52:49 +00:00
Campbell Barton
04ea8c0ee8
remove the pointer from BLI_bitmap's typedef,
...
hides that an arg passed is really an array which may be modified by other functions.
2013-07-22 23:20:48 +00:00
Daniel Stokes
017f09b9d4
BGE fix [ #35195 ] Shadow Only lamps only work with Specular enabled
...
The way we do shadow only doesn't work well with colored shadows, though it does work if you apply enough light to the shadow.
2013-07-19 23:00:42 +00:00
Campbell Barton
b3ceab896a
add some missing members to opengl debug print, also use a macro to avoid passing each arg twice.
2013-06-30 23:50:17 +00:00
Campbell Barton
c9add22b5e
opengl debug info, make GPU_state_print() only show values in arrays that are set. (was print 32 values every time)
2013-06-30 23:30:21 +00:00
Campbell Barton
8245bdca2b
quiet double promotion warning and some style cleanup
2013-06-25 20:52:33 +00:00
Antony Riakiotakis
bd59bae651
Fix #34909 Texture paint mode does not correctly update when using
...
textures larger than 2048x2048.
Check if texture is over user preference or GPU limit in texture paint
mode and if it is, scale the partial redraw rectangle before uploading
to GPU. This should be faster than rescaling the whole texture.
2013-06-25 13:27:43 +00:00
Campbell Barton
37f5945188
style cleanup
2013-06-25 10:44:30 +00:00
Brecht Van Lommel
553dd71efb
Fix GLSL not showing shading properly on the backside of faces. Now it flips
...
the normal towards the viewer, seems to give consistent results with blender
internal, cycles, normal maps, etc.
Started from patch #32761 by Vitor Balbio, but changed it to do normal flipping
earlier so it solves all cases.
2013-06-24 13:46:34 +00:00
Brecht Van Lommel
4a34d86f32
Fix #35848 : render crash in background mode due to missing G.main.
2013-06-23 13:58:59 +00:00
Brecht Van Lommel
ee8d353fdd
Fix #35768 : crash in with "free image textures" option and 3D viewport with textured
...
draw mode open. OpenGL texture free needs to happen in the main thread, but it was
freeing a copy of the image datablock. I can't understand how this code ever worked,
probably it never did.
2013-06-15 14:01:16 +00:00
Campbell Barton
cda5770160
code cleanup: also fix crash in GPU_state_print(). and confine to debug mode builds.
2013-06-13 11:59:28 +00:00
Campbell Barton
a6b505ef0b
style cleanup
2013-06-06 06:02:46 +00:00
Brecht Van Lommel
f18fad668f
Fix textured draw mode + dyntopo crash fix to cover more cases.
2013-06-05 15:54:41 +00:00
Brecht Van Lommel
e66f3eb499
Cycles: GLSL materials now can use multiple UV maps with the attribute node.
2013-06-05 15:54:39 +00:00
Antony Riakiotakis
aa96f0290a
Obsessive Null Checking Compulsion case:
...
Textured draw mode + DynTopo crashed after recent specularity tweak.
2013-06-05 09:10:56 +00:00
Brecht Van Lommel
4a7f37f6ed
Fix #35602 : VBO + dynamic topology sculpt did not show specularity.
2013-06-04 17:10:57 +00:00
Brecht Van Lommel
9fca5f47bc
Fix #35617 : cycles GLSL object texture coordinates were wrong.
2013-06-04 15:49:34 +00:00
Campbell Barton
225c5fee6b
move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
...
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
Brecht Van Lommel
601b8c1041
Fix #35505 : cycles object space normal mapping did not match blender internal.
...
Now it uses the same (strange) YZ flipping convention.
2013-05-27 17:48:02 +00:00
Campbell Barton
ec8d277c64
BLI_math rename functions:
...
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
Thomas Dinges
1140051e56
Fix for [ #35490 ] Initial cube is green, turn off matcap and it is correct color
...
* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
2013-05-24 12:25:18 +00:00
Thomas Dinges
99b325cebf
Cycles / Toon BSDF:
...
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
Brecht Van Lommel
b068563ec8
Fix #35459 : global texture coordinates not working with GLSL shaders. Got broken
...
in shader uniform binding optimizations in revision 55527.
2013-05-22 20:18:17 +00:00
Campbell Barton
13bde6645b
code cleanup: remove callbacks only added to wrap MEM_freeN
2013-05-21 08:45:10 +00:00
Campbell Barton
6de829cb7a
code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on.
2013-05-20 18:42:28 +00:00
Thomas Dinges
38dc85f296
Math Node:
...
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-20 14:38:47 +00:00
Campbell Barton
359edc27d3
style cleanup
2013-05-11 01:06:01 +00:00
Brecht Van Lommel
eaa6479ae3
Cycles: bump node changes to add a Distance input that controls the overall displacement
...
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
Campbell Barton
a9fb183901
rename BLI_ghashIterator_notDone() -> BLI_ghashIterator_done()
...
was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
2013-05-08 12:58:11 +00:00
Brecht Van Lommel
7753d1c49c
Fix #34889 : negative lights not working in glsl view and game engine.
...
Patch #35197 by Tyler Seacrest.
2013-05-03 05:24:01 +00:00
Campbell Barton
0408684763
avoid per-vertex mask layer lookups for dyntopo.
2013-05-02 06:09:05 +00:00
Brecht Van Lommel
f9592e9a6e
Fix #35063 : GLSL texture node Value output was not outputting alpha.
2013-04-24 15:05:43 +00:00
Brecht Van Lommel
feeab1ad53
Fix #34997 : when starting the game engine in one window and switching to a second
...
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-18 16:28:39 +00:00