- Add a new panel to differentiate between viewport display and stroke options
- Use clearer naming for depth ordering and stroke thickness properties
Reviewers: antoniov
Differential Revision: https://developer.blender.org/D4405
When enable Wireframe mode in the shading type, all strokes are displayed as simple 1 pixel lines.
The color of the line is equal to the stroke color or the fill color if the fill is enabled and the stroke is disabled or has invisible alpha value.
In wireframe mode, all FX are disabled because sometimes the effects can make the lines invisible.
The modifiers are not disabled.
Still pending to decide if we must add support for Random colors, but not sure if this is useful in 2D.
BLI should always comes first, before DNA, BKE etc. And
`BLI_utildefines.h` should come before any other BLI (since it's some
sort of system include really, among other things...).
Thisi should help to reduce the noise in patches when adding stuff
like uint64_t members to DNA structs... ;)
While Buffering output is useful for file writing and memfile
compression it's redundant when the output is already buffered.
It doesn't make a significant difference for ZLIB
however it makes a moderate improvement for LZ4, see T56162.
Glyph cache is cleared by UI_view2d_zoom_cache_reset, when zooming V2D, but is required to calculate text height in UI_view2d_text_cache_draw
This caused text in strips to "jump around"
There was a comment in UI_view2d_zoom_cache_reset:
While scaling we can accumulate fonts at many sizes (~20 or so).
Not an issue with embedded font, but can use over 500Mb with i18n ones! See [#38244].
This fix sets the Base color in the principled BSDF Shader and in
the Material->r,g,b,a values. So the transparency and color are the
same when switching the "use nodes" option for the material
- The Collada exporter did not take care of
material transparency when nodes are turned off.
- recent change to use ma->alpha_threshold seems to have
been wrong. transparency is now taken from ma->a when
nodes are turned off.
This caused text in strips to "jump around"
There was a comment in UI_view2d_zoom_cache_reset:
While scaling we can accumulate fonts at many sizes (~20 or so).
Not an issue with embedded font, but can use over 500Mb with i18n ones! See [#38244].
Reviewed by: Brecht
Differential revision: https://developer.blender.org/D4389
Add a new Draw Mode to display panel in order to define the z-.depth order of the strokes using the real 3D position and not the 2D layer position.
This change makes possible to use VR with grease pencil drawings because the depth of the strokes change with camera position. Also, provide an alternative solution to tasks: T57859, T60325,
The parameter only works with 3D space depth ordering. The Back and Front depths are incompatible with 3D Space mode.
Options are:
- Back
- Front
- 3D Space->2D Layers (default)
-3D Space->3D Location (new mode)
On CCG side it is done similar to displacement, where we have
a dedicated functor which evaluates displacement. Might be seemed
as an overkill, but allows to decouple SubdivCCG from mesh entirely,
and maybe even free up coarse mesh in order to save some memory.
Some weak-looking aspect is the call to update normals from the
draw manager. Ideally, the manager will only draw what is already
evaluated. But it's a bit tricky to find a best place for this since
we avoid dependency graph updates during sculpt as much as possible.
The new code mimics the old code, this is how it was in 2.7.
Fix shading part of T58307.
The option is separated from the solid mode color option.
Random color uses the same method as solid mode.
Selection state is indicated by a brighter color that is outside the
brightness range of the unselected state colors. The active state is
indicated by the outlines that is, now, still drawn in wireframe mode.
Coloring of the selection / active outline is not optimal because it
can look ugly in some cases of color combination. But the outline color
is using index range coloring so it's not trivial to change the color of
the outline per object. For now we use the same outline color used in solid
mode for consistency and also still add an emphasis on the selected objects.
The Single color option uses the theme color. Maybe it would be nice to
change the name of it in a latter commit to avoid confusion.
The change in outliner and viewport visibility (897e047374) was made
assuming the bases of the render and viewport depsgraph were
independent. Thus we were deliberately setting base visibility when
rendering:
```
/* When rendering, visibility is controlled by the enable/disable option. */
if (mode == DAG_EVAL_RENDER) {
base->flag |= BASE_VISIBLE;
}
```
However, we were syncing data back to the original depsgraph, leading to
hidden viewport objects to re-appear.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4391