New matrix API does not support texture matrices. Not sure what the final code will look like, but this at least avoids interference with new ModelView matrix.
Marked each line with TEXTURE so they can be disregarded during searches.
Related to T49450
Removed infinite details and went for decreasing details with the distance instead (like the axis aligned ortho view auto sized grid).
Separate drawing of the Z axis into 2 pass (using shading group) to render ordered transparency with the main grid pass.
This adds the ability to switch between different application-configurations
without interfering with Blender's normal operation.
This commit doesn't include any templates,
so its mostly to allow collaboration for the Blender 101 project
and other custom configurations.
Application templates can be installed & selected from the file menu.
Other details:
- The `bl_app_template_utils` module handles template activation
(similar to `addon_utils`).
- The `bl_app_override` module is a general module
to assist scripts overriding parts of Blender in reversible way.
See docs:
https://docs.blender.org/manual/en/dev/advanced/app_templates.html
See patch: D2565
Use fast-math friendly version of this function.
We should probably avoid unsafe fast math, but this is to be done with
real care with all the benchmarks properly done.
For now comitting much safer fix.
Ideally we need to find a way to remove such a static limit here, but it's not so
trivial to implement for texture nodes. Requires some bigger system redesign there.
Just raising limit for now, which is fine for modern systems.
It is unused now and if we want similar function we should use
Pluecker intersection which is same performance with SSE optimization
but which is more watertight.
The title says it all actually. Gives up to 10% speedup on test scenes here
on i7-6800K.
Render times on GPU are unreliable here, but there might be some slowdown
caused by watertight nature of intersections.
Avoid construction of temporary array and make utility function force-inlined.
Additionally avoid calling float4_to_float3 twice.
This brings render times to the same values as before current patch series.
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.
Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
There are following benefits:
- Modifying intersection algorithm will not cause so much re-compilation.
- It works around header dependency hell and allows us to use vectorization
types much easier in there.