This seems to be illegal and not productive anyway. Do it ahead of
a time now, which solves shading issues in edit mode and prevents
assert from happening.
Issue here is that for Blender, any pass which name starts with 'Diffuse' is considered
a diffuse pass - and it does not really support several passes of the same type in renderresult.
So for now, passtype_from_name() is now checking whether a pass of same type already exists
in render layers, and return 0 (uknown passtype) in this case.
Some adjustments to how bevel edge 'profiles' are adjusted in some
cases. For the bug fix, wanted to handle cases of middle of three
coplanar beveled cases to make profile curve rather than linear
interpolate.
Also undid an earlier decision to make profile plane be perpendicular
to beveled edge i the non-coplanar case.
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
Although there is a "UI limit", it's necessary to have the hard limit on the
property too. I noticed this bug first hand just now, when, after accidentally
setting the size to 8188 (due to a combination of typos and sluggish UI refresh)
my machine locked up completely when trying to jump to that frame. It got so bad
that I had to do a hard reset to fix it - so, it's possible that even 1000 or 2000
as used now are actually way too large still.
It was possible to have issues in cases when several child dependencies
goes to IDs with different layers. In this case order of flushing was not
really well defined, which could lead to cases when indirect dependency
via invisible object wouldn't work.
Need some sort of barrier to prevent scheduling of parent nodes for until
all children are done, but that's becoming quite nasty thing to implement.
Added a temp field to component for now. maybe it's not so crazy actually
and we might use it for evaluation as well, so we wouldn't flush updates
to components which does not affect visible stuff.
This patch enables Tube, Sphere and Box projections in GLSL for the image texture node.
Reviewers: sergey
Projects: #nodes, #opengl_gfx
Differential Revision: https://developer.blender.org/D2036
Previously a whole mesh was stored between undo steps,
This commit uses BLI_array_store to de-duplicate memory use between undo steps.
Memory saving depends entirely on kinds of edits performed,
in own tests 5x-15x less memory use is common.
Compacting the memory does give some overhead however its done in a background thread
so its not blocking in most cases.
New behavior and threading can be ifdef'd out to check for regressions.
See D2026 for details.
Not replacing with some BLI_task_stuff here, tests show this is pointless
(in absolute best case - i.e. single huge mesh in scene - parallelizing here switches
from 0.8ms to 0.5ms for that piece of code - with something like 750ms per frame update...).