Need Clear ID recalc flag on load. Otherwise it's possible to have
some IDs considered always updated by Cycles, when they were saved
in a tagged-for-update state.
Thanks Bastien for feedback and review!
Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.
- Support passing in an initialized hit-struct,
so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
so they can be compared.
- Return success to detect changes to a hit-data
which might already be initialized (also more readable).
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.
The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.
I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.
A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
* Suspicious usage of pointer:
short *type = 0; // this creates a null pointer
When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.
* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:
- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
reused same index name from outer loop
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
Don't write the multichannel metadata when there is only a single layer,
and don't unnecessarily consider single layer images with Blender metadata
as multi layer.
This leads to less lookups to the GWNShaderInterface and less uniform upload.
We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
This also fix a bug with the probe debug display when there was more than 2 probes. ped->probe_id was equal to 0 for all planar probes until the next frame. Resulting in all planar data debug to show probe 0.
Premise: When pose bones are selected, applying a pose library should
only affect the selected bones.
This commit fixes a bug where the pose was also applied when there was
no overlap between the selected bones and the bones in the pose. For
example, applying a pose which contains only keyframes for the left
hand, while only right-hand bones are selected, would apply the pose
to the left hand anyway.
The code is now also slightly more efficient; the removed 'selcount'
counter was only used as a binary (i.e. zero or non-zero). It's now
stored as a bitflag instead.