drw_batch_cache_generate_requested() is only needed when the geom needs to be
created.
Went from 37fps to 47fps with artificial testcase (lots of bones with one custom shape). Baseline 2.79 is 24fps.
Also fix the drw_shgroup_bone_custom_wire.
Enabling the drawing of the mesh analysis overlay.
Currently the settings are part of the scene toolsettings. What makes sense,
for 3d printing, but does not fit well with the per viewport blender 2.80
overlays.
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4707
Force Displist to Mesh conversion if there is any modifier.
This is until we find a better way to store the batches per objects.
Also fix draw cache functions that were not returning final mesh edges.
The offset added allows to generate a vector to determine direction. This direction will be used when rotate the object to rotate texture.
The solution is not 100% perfect, but it's far better that having an unpredictable rotation.
If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.
Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.
Reviewers: campbellbarton
Subscribers: icappiello, jpbouza
Differential Revision: https://developer.blender.org/D4716
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.
If you had several windows or, after last changes in topbar, several areas, the swith of overlays or Onion Skin was not working by area, but as whole switch, so it was impossible to have different status by window.
The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
This improve visibility in edit face select mode by using the face select color
instead of the edge select color (which is in default theme a bit more red). Also
makes the selected edges in this mode a bit more opaque (0.75 instead of 0.4).
Full opacity is still reserved for edge select mode.
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.
The collection rate is hardcoded at 60 sec but could be exposed to the user.
This system can be extended and discard most unused batches in the future.
This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
The `AMD Radeon HD 7600M` compiler is usually buggy for Geometry Shaders.
In this case, indexing was causing problems in `gl_in[i].gl_ClipDistance[0]`.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4700
When in Axis alligned orthographic view a grid was always displayed.
With this change the user can enable/disable this grid.
The Grid is always visible and editable, but only rendered active when user is in quad view, or axis aligned ortho view.
Reviewers: brecht, fclem
Maniphest Tasks: T63517
Differential Revision: https://developer.blender.org/D4699
This removes the large edges and instead use colors to hint in which
selection mode the user is.
The component in each individual selection mode is more prominent to add
more emphasis. The other components are less prominent and dimmed.
A minor default theme changes needed to be made to keep clarity in all
combinations.
Forcing old behavior (no selection mode hit) could be done quite easily
by just making the 2 booleans true (selectFaces and selectEdges).
Reviewers: campbellbarton, billreynish
Reviewed By: campbellbarton, billreynish
Subscribers: ThinkingPolygons
Maniphest Tasks: T1234
Differential Revision: https://developer.blender.org/D4526