Note: I’d assume gawain equivalent to glDrawArrays would be batches? But
for two lines drawn twice this looks totally overkill anyway, so
switched back to basic immediate-mode-like API.
A bit frustrating to work on this code, since afaict you cannot check
the results in Blender, being mostly unused currently...
The issue here is that the preferences are still used because both can be accessed from the 3D View, view menu. In the future, it is likely that the old mode will be removed (maybe 2.8?) but for now we want to keep both operational.
Differential revision: https://developer.blender.org/D2320
This was slightly less obvious, especially particle billboard drawing.
That one now requires 1.5 times more space in VBOs and ParticleDrawData
buffers, since we have to draw two triangles per particle, instead of a
single quad... And diagonal of each quad is now drawn in wire mode, not
sure how much we consider this an issue (as in, will this particle draw
code change a lot in future?).
From quick check on the web seems there is no other way to do anyway. :/
Do not recompute both points's 2D coordinates for each segments, we can
copy over from previous one... Does not gives any measurable speedup off
hands, though.
Couple of things here:
- Boost is not necesserily compiled into your /opt/lib and system-wide
version might have been used. The recent change in Alembic did not
take this into account.
- Alembic needs some extra component of Boost.
This part might be missing now for other distros than DEB.
The issue was caused by recent change in inline policy.
There is some sort of memory corruption happening here, ASAN suggests
it's stack overflow issue. Not quite sure why it is happening tho and
was not able to solve anything here yet in the past hours.
Committing fix which works with a big TODO note.
The issue is visible on AVX2 machine when rendering cycles_reports_test.
Using Texture Arrays to store shadow maps so less texture slots are used when shading. This means a large amount of shadows can be supported.
Support Projection Shadow Map for sun like in old BI/BGE.
Support Cube Shadow Map for Point/Spot/Area lights. the benefit of using it for spot light is that the spot angle does not change shadow resolution (at the cost of more memory used). The implementation of the cubemap sampling is targeted for 3.3 core. We rely on 2D texture arrays to store cubemaps faces and sample the right one manualy. Significant performance improvement can be done using Cubemap Arrays on supported hardware.
Shadows are only hardware filtered. Prefiltered shadows and settings comming next.