There is only two places which are using texture matrix mode:
- Tiled tface support.
- Texture shading mode for texture mapping.
Both cases are subject for reconsideration: it is likely that we'll be getting
rid of tface, which means game properties like tiles needs to be revisited
anyway. As for texture shading it is using basic shader which is also not
supported by core profile anyway.
It is required for our new matrix stack to only have projection and model view
matrix modes. This commit ports paint cursor overlay to model view matrix.
This is an OpenGL 3.3 feature, currently being used for surface normals. It's 1/3 the size of floating point triples and perfect for normals or colors.
See T49012 for why Windows can use this feature regardless of core vs compatibility.
This combines the Mesa fix (16e929e6ff by @brita_) with the Mac fix (89e23c743e by @merwin).
And uses the same fix for another call to glFramebufferTexture introduced in f1fb605ec9.
The issue was going to the fact that GL_ALPHA was deprecated in core profile
and common solution online is to use GL_RED instead. That is what is done in
this commit.
Curve resolution isn't natively supported by Alembic, hence it is stored
in a user property "blender:resolution". I've looked at a Maya curves
example file, but that also didn't contain any information about curve
resolution.
Differential Revision: https://developer.blender.org/D2634
Reviewers: kevindietrich
Those tokens are still valid. Although we should not being using them,
they should not prevent us from building with core profile.
In the future we can have a new flag WITH_GL_CORE_STRICT for those.
But only after we build with core profile by default
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
This replaces access to the first scene layer (which was wrong) with a linear
lookup of scene layer by it's active index.
This seems to be a better temporary solution to have things working for until
we've got proper workspace, depsgraph and it's per-layer storage in place.
The order number written to Alembic is the same as we use in memory, so
the +1 wasn't needed, at least according to the reference Maya exporter
maya/AbcExport/MayaNurbsCurveWriter.cpp, function
MayaNurbsCurveWriter::write(), in the Alembic source code.
Furthermore, when writing an array of nurb orders, the curve type should
be set to kVariableOrder, otherwise the importer will ignore it.
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)