when mipmap is off.
We used to always have nearest interpolation for texpaint but at least
make this work with mipmap off correctly.
Also added conversion casts to avoid integer overflow in filtering code
Like Camera Motion, only available in the Experimental kernel.
This should be it for the upcoming release, we now support almost everything, apart from Transparent Shadows, SSS and Volume.
T44869.
There are a couple of issues here:
* Code repeatedly calculated center of ready rendered parts even though
they would not change while the operation was done.
* Code would calculate distance of tiles from center multiple times
* Code would traverse all items, even the ones already sorted
* Traversal used linked lists which is quite slow.
Mitigated these by doing one pass for the center, a second to calculate
distances and a qsort at the end.
Should result in O (n * (log n + 2)) instead of O (n * (n * 2))
complexity, plus the number of repeated operations is much less as well.
Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
Let's finally delete this code, after 4 years of being unused,
there really is no excuse anymore.
If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
multires.
Code had special guards for such edges to stop this from happening. I
don't see why this is needed though since code above assigns smoothed
positions for all vertices in the grid.
After removing the guards I saw that this in fact was the only place
where grd adjacency was used, so I completely removed it.
We must take kerning into account everywhere! Note this will disappear in upcomming filebrowser
refactor anyway.
Reported through IRC by Pablo (venomgfx), thanks.
This adds description of the Font object and about its (only one)
attribute, as well as an example of use.
Reviewers: campbellbarton, fsiddi, dfelinto, moguri
Reviewed By: dfelinto
Subscribers: lordloki
Projects: #documentation, #game_engine
Differential Revision: https://developer.blender.org/D863