All text was displaying black.
BLF uses alpha-only textures which aren't supported by the basic-shader,
Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
This hopefully fixes T48383 by avoiding two numerical problems that I found in the volume code.
Reviewers: sergey, dingto, brecht
Reviewed By: sergey, dingto, brecht
Maniphest Tasks: T48383
Differential Revision: https://developer.blender.org/D2051
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment.
Also corrected other comments.
OpenCL seems to work fine here, and for some reason that comparison was
giving compilation error on OpenCL here.
Better to compile OpenCL kernel than to be fully robust to weird corner
cases.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...
Dead simple, but was tough to track down this one!
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{F315547}
{F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
Was using O(n^2) lookup on ID's with undo.
This caused undo to hang with 1000's of data-blocks
(especially with heavy scenes & outliner-space, which doesn't even need to be visible to cause a slow-down).
Internally this uses a ghash per id-type, which is lazy-initialized.
Each key uses the name and library since there may be name collisions between libraries.
Developer Notes:
- Adds small `BKE_main_idmap_*` API.
- Needed to change linking order for this to build.
The original quad intersection test works by just testing against the two triangles that define the quad.
However, in this case it's actually faster to use the same test that's also used for portals: Determining
the distance to the plane in which the quad lies, calculating the hitpoint and checking whether it's in the
quad by projecting onto the sides.
Reviewers: brecht, sergey, dingto
Reviewed By: dingto
Differential Revision: https://developer.blender.org/D2045
Being granular means we need to re-build depsgraph a bit more often..
The issue was caused by rigidbody requiring some special nodes to
handle physics which were not created with just tagging object for
update.
The issue was caused by non-watertight nature of intersection, which is now addressed.
Hopefully it doesn't cause any regression caused by uninitialized precalculated storage.
Makes behavior of proxy_from backlink working similar to the old dependency graph.
it's nasty, but needed here in the studio to get proxies fixes ASAP.
In certain types of animation it's possible to have some objects
scaling to zero. In this case we can save render times by avoid
traversing such instances.
Better to do ti ahead of a time, so traversal stays simple.
Reviewers: lukasstockner97, dingto, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2048
Currently for windows only, this is an initial commit towards native
support of NUMA.
Current commit makes it so Cycles will use all logical processors on
Windows running on system with more than 64 threads.
Reviewers: juicyfruit, dingto, lukasstockner97, maiself, brecht
Subscribers: LazyDodo
Differential Revision: https://developer.blender.org/D2049
FCurve evaluation depended on FCurve.curval, which isn't threadsafe.
Now only use this value for debug display,
and pass the value instead of storing in the FCurve for all but debug-display.