Commit Graph

75472 Commits

Author SHA1 Message Date
Clément Foucault
2e8cb8d836 Draw Manager: Make use of texture reuse. 2017-05-16 20:30:17 +02:00
Clément Foucault
7a029f4e00 GPUViewport: Add a Texture Pool to reuse textures across engines. 2017-05-16 20:27:52 +02:00
Luca Rood
dc01586b40 Fix crash when particle display is below 100% 2017-05-16 17:42:14 +02:00
Luca Rood
95547bd750 Minor cleanup in clay_engine.c 2017-05-16 16:43:48 +02:00
Dalai Felinto
15317775c5 Outliner: Bring back "activate" object when selecting from outliner 2017-05-16 16:40:00 +02:00
Sergey Sharybin
d59721c2c3 Fix T50673: OpenEXR multilayer image truncated on save
The issue is in OpenEXR itself. See the report fomr some more details.
2017-05-16 16:34:49 +02:00
Dalai Felinto
3826e77593 Draw Manager: Small cleanup on bool and bitwise
We should avoid casting from an int to a flag.

In this case it is probably fine, but if the OB_MODE_SCULPT
was too high it can overflow the bool.

(also adding explicit parenthesis to a flag check)
2017-05-16 16:26:00 +02:00
Dalai Felinto
b11168c8f1 Clay/Hair: Only show hair when in object mode 2017-05-16 16:18:17 +02:00
Luca Rood
c6da3c2655 Fix hair drawing with collection clay settings overrides 2017-05-16 16:07:45 +02:00
Sergey Sharybin
26b2323189 Fix memory leak when saving OpenEXR files
It is not a good idea to:

1. Duplicate metadata to self
2. Ignore the fact that something might have had metadata already.

Also moved metadata copy to a preparation function, so it is
never lost.
2017-05-16 15:36:29 +02:00
Dalai Felinto
e43597446e Fix hair width changing 2017-05-16 14:55:36 +02:00
Howard Trickey
8be9d68dd4 Fix T49467: Crash due to assert failure in bevel.
The mesh interpolation code had an edge case where one of two
adjacent edges to a vertex has 0 length. This caused an assert
failure indexing the vertex mesh for splash Blenderman.blend.
2017-05-16 07:19:01 -04:00
Dalai Felinto
1e31127933 Fix info header stats to iterator over layer instead of scene
Although this is working fine, there are two changes expected in the new
future once depsgraph copy on write is implemented:

1) To call ED_info_stats_clear a callback from depsgraph, instead of the
notifier system. (that would also allow us to clear only one
SceneLayer).

2) To store/get stats from the evaluated SceneLayer, as well as iterate
over the evaluated objects as well.
2017-05-16 12:50:23 +02:00
Sergey Sharybin
a70a7f9db3 Fix T49864: EnvMap baking crashes 2.78 if 'Full Sample' checked in AA 2017-05-16 12:40:04 +02:00
Sergey Sharybin
f89c6e739a Fix memory leak in environment
Found when was looking into T49864. The issue is caused here
by render_copy_renderdata() doing a copy of views with
BLI_duplicatelist() so we can not just zero the pointers out.

Similar thing is happening for layers as well.
2017-05-16 10:57:28 +02:00
Campbell Barton
9619275729 Correct last commit, missing assignment 2017-05-16 18:47:43 +10:00
Campbell Barton
027ae0fdef Fix sculpt dyntopo undo leaving PBVH at NULL 2017-05-16 18:38:45 +10:00
Olly Funkster
06ac6ded66 Fix byte-to-float conversion when using scene strips in sequencer with identical color spaces
Fix T50882: VSE: Blend Modes on Scenes do not layer properly
Fix T51002: Scene strip with Alpha over not working as expected

The byte-to-float conversion was being skipped if the color spaces of the sequence and the scene
are the same, which is the default, resulting in any non-float strips becoming invisible.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D2635
2017-05-16 10:36:33 +02:00
Sergey Sharybin
f6afd1b73c Make imbuf's OIIO bindings to compile with latest OIIO from git 2017-05-16 09:35:46 +02:00
Campbell Barton
6c951fbd34 GPU: use ifdef for flat shader 2017-05-16 16:57:26 +10:00
Campbell Barton
2fa2814c82 Fix sculpt drawing with Blender viewport
Would draw without any lighting
2017-05-16 16:38:50 +10:00
Campbell Barton
cbe97bc50f Fix face-dot's not drawing
regression in d12d8956
2017-05-16 14:57:28 +10:00
Campbell Barton
a8aebc8dd1 Fix memory leak with mesh cache (w/ select invalidate) 2017-05-16 14:55:29 +10:00
Campbell Barton
d05d73ae75 Fix memory leak with mesh cache (missed last commit) 2017-05-16 13:06:23 +10:00
Campbell Barton
57660aac74 Merge branch 'master' into blender2.8 2017-05-16 13:01:26 +10:00
Campbell Barton
d508b69e44 Cleanup: gcc7.1 warnings 2017-05-16 12:46:52 +10:00
Campbell Barton
5a90542d3d Fix memory leak with mesh cache 2017-05-16 11:45:23 +10:00
Aaron Carlisle
12651aba03 Fix hair_step is a short 2017-05-15 17:28:01 -04:00
Aaron Carlisle
15e8fbd549 Fix compile error on gcc after last commit
error: static assertion failed: "invalid limits"
2017-05-15 16:43:33 -04:00
Aaron Carlisle
4621583612 Fix T51297: Use A Higher Hair Segment Limit
Normally, segments up to 50 can be quite enough for most cases.
However, when dealing with things like braids,
the current limit can sometimes be quite a pain.
2017-05-15 14:29:59 -04:00
Clément Foucault
77d0aec3d1 Mesh Batch Cache: Use compressed format.
We don't compress UV by default because that would mean restricting them to [0, 1]
Leaving all other code for later settings switch.
2017-05-15 17:55:36 +02:00
Luca Rood
9035aa9cee Use better prng algo and fix randomness UI 2017-05-15 17:27:15 +02:00
Luca Rood
392b5b8212 Implement matcaps for hair 2017-05-15 17:27:14 +02:00
Clément Foucault
c28a4eb8cb Eevee: fix some glsl for low quality lamps. 2017-05-15 16:14:18 +02:00
Clément Foucault
e053fade99 Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader.
With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer.
2017-05-15 16:14:18 +02:00
Clément Foucault
38125d0499 Mesh Batch Cache: Define Compressed format for shading data.
Deactivated by default.
All shading attribs can be packed to take less VRAM at the cost of precision (not noticable in this case).
UVs can be packed into I16 but that limits their positions into the [-1, +1] range.

This could be a setting option in the future.
2017-05-15 16:14:17 +02:00
Clément Foucault
f83a244749 Mesh Batch Cache: Optimization, make use of gawain attrib aliases. 2017-05-15 16:14:17 +02:00
Clément Foucault
acc5d02f69 Edit Mode Engine: Fix loose edges/verts not displaying. 2017-05-15 16:14:17 +02:00
Clément Foucault
5a377521aa Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update. 2017-05-15 16:14:17 +02:00
Sergey Sharybin
1c21e088f2 Fix T50109: Blender crash when a "Render Result" as a Texture
This commit fixes crash, but user feedback can be improved here to
inform artist that one can't use Render Result as a texture since that
will cause feedback loop.
2017-05-15 15:59:47 +02:00
Sergey Sharybin
1f96dd2e0b Fix T51348: Node highlighting is broken
This feature was disabled in the code but not in the interface.

Removing the code, since it needs full re-implementation anyway.
2017-05-15 13:52:17 +02:00
Dalai Felinto
b60f80e9b3 Fix T51501: Cycles baking cancel affects baking script
Basically upon invoking cycles baking we could canell it which would
leave G.is_break hanging as true. Since we were not setting is_break to
false before exec baking, it would misbehave.
2017-05-15 13:04:44 +02:00
Campbell Barton
df94f2f399 Fix T51180: BMesh crash using calc_uvs=True
Don't assume UV layer exist.
2017-05-15 16:53:57 +10:00
Campbell Barton
0d65dda147 Merge branch 'master' into blender2.8 2017-05-15 15:51:54 +10:00
Campbell Barton
687ff699e9 Cleanup: warnings, style 2017-05-15 14:58:55 +10:00
Julian Eisel
77a90f7666 Fix crash when using template_search with non-ID data 2017-05-13 19:48:04 +02:00
Mike Erwin
41c4c3f8fd remove unused #includes 2017-05-12 23:34:21 -04:00
Mike Erwin
6deaab207c remove old PBVH VertexBufferFormat struct
Follow-up to 0722e41f9e which removed all uses of this struct. Gawain VertexFormat auto aligns attributes as described in @nicholasbishop's performance note.
2017-05-12 23:32:37 -04:00
Clément Foucault
1bcbad446e Fix ogl deprecated calls. 2017-05-12 18:02:31 +02:00
Clément Foucault
7d12d8956d Sculpt: Move sculpt drawing to engines.
Only mask are handled by sculpt mode engine and are multiplied on top of the render.
There is room for improvement:
 - Shaded meshes don't have correct tangents or uvs.
 - Masks are in range 0.8 - 0.2 thus always darkening at least 20% the render.
 - It only uses the first material slot of the mesh.
2017-05-12 17:54:14 +02:00