There was noise correlation between the rotation random number and the radius random number used in the contact shadow algo.
Hacking a new distribution from the old distribution (may not be ideal because it's discrepency may be high)
Also distribute samples evenly on the shadow disc. (add sqrt)
Fix the "bias floating shadows", was cause by the discarding of backfacing geom which makes no sense in this case.
User count of scenes was inconsistant, screens only have 'user_one' kind
of owning over scenes, which means they shall never increment or
decrement their real user count. And usually, scenes have no real user
at all.
Would happen during panel's refresh drawing, if drawing code had to adjust
final panel position compared to the initial one computed based on the
mouse coordinates, and user had dragged the floating panel around.
Issue fixed by adjusting stored mouse coordinates once final panel
position is known, such that they would directly generate those
coordinates. that way, the basic offset applied to those stored mouse
coordinates during panel dragging is valid, and recreating panel based
on those won't make it jump in screen.
Note that panel will still jump in case user dragged it partially out of
view - we could prevent that, but imho it's better to keep that
behavior, since redraw can generate a popup of different size, which
could end up with a totally out-of-view one...
Hopefully this fix does not break anything else!
This adds a custom depth test that have the benefits to glitch less and be more visually pleasing.
Downside is that it let the grid pass trough the objects a little.
This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away).
This patch also includes some cleanups.
Was a mistake in optimization commit which was disconnecting closures and nodes
which does not make sense for volume output.
OSL script we can't ignore and can't currently know in advance if it's a proper
volume shader or not. So we never disconnect OSL nodes from volume output.
This is a good candidate for corrective release.
This patch goes away form using C++ RNA during tangent space calculation which
avoids quite a bit of overhead. Now all calculation is done using data which
already exists in ccl::Mesh. This means, tangent space is now calculated from
triangles, which doesn't seem to be any different (at least as far as regression
tests are concerned).
One of the positive sides is that this change makes it possible to move tangent
space calculation from blender/ to render/ so we will have Cycles standalone
supporting tangent space.
Reviewers: brecht, lukasstockner97, campbellbarton
Differential Revision: https://developer.blender.org/D2810
Everything was fine if one batch is always used with instancing. But problem arise if the next drawcall for this batch is not using instancing as the attrib divisor stays set to 1 in th VAO.
As instancing is less used than normal drawing I prefer to reset the divisor after drawing as it is reset before drawing instances.
This was caused by small float precision being insuficient. The blue component of R11F_G11F_B10F has lower precision than the other 2 components. This resulted in colors drifting towards a yellowish tone.
Using RGBA16F for the concerned buffer. This double the memory usage of the framebuffers and add subsequent bandwidth usage.
This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable.
This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
This change affects CUDA GPUs not connected to a display or connected to a
display but supporting compute preemption so that the display does not
freeze. I couldn't find an official list, but compute preemption seems to be
only supported with GTX 1070+ and Linux (not GTX 1060- or Windows).
This helps improve small tile rendering performance further if there are
sufficient samples x number of pixels in a single tile to keep the GPU busy.
Best guess is that cuInit() somehow interferes with the AMD graphics driver
on Windows, and switching the initialization order to do OpenCL first seems
to solve the issue.