Use `BKE_curve_texspace_get` instead `BKE_curve_boundbox_get`.
The snap to curve, even out of edit mode, is not done on the displist. So test a boundbox that covers the points seens in edit mode.
Boundbox does not depend on transform and only need geometry
component.
This change solves possible race condition accessing geometry
data and allocating/assigning pointers.
Based on disacussion in IRC with @mano-wii and @brecht.
This is part of T57829.
Reduce the number of batches used to only one by shader type. This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more.
Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add().
All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock.
For particles, now the code is faster and cleaner and gets better FPS.
Thanks to Clément Foucault for his help and advices to improve speed.
Previously each of the objects which has armature modifier will
request deformation matricies from bbones. Thing is, all those
deformations are the same and do not depend on object which is
being modified. What's even worse is that this calculation is
not cheap.
This change makes it so bbones deformation is calculated once
and stored in the armature object. After this armature modifiers
simply use it.
With a rigs we've got here dependency graph evaluation time
goes down from 0.02 sec to 0.012 sec.
Possible further optimization is to make bbone deformation
calculated at the time when bone is calculated. This will avoid
an extra threaded loop over all bones.
Seems all the usecases of derived mesh are if-defed already,
so no need to have API for it in place, and definitely no
need to waste CPU ticks on converting evaluated mesh to
derived mesh.
Currently we never return CCGDM from the modifier stack,
so the optimization was doing pretty much nothing.
Removing it completely for now, it needs to be re-done
with the new evaluated Mesh/Subdiv.
* Less Lengthy enum/macro names.
* Optimize computation of Spherical Harmonics.
* Reduce radiance cubemap size a bit. Higher resolution is not necessary.
* Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used).
* Do windowing on each component separately instead of using luminance.
* Use ITER_PIXELS to iterate on each pixels, using pixel center coords.
* Remove gpu_matcap_3components as it is only needed when creating the gputex.
* Fix a lot of confusion in axis denomination/swizzle.
These changes should not affect functionallity.
This option is causing the texture to become full of nan(ind)s.
I don't know how it worked before.
Until this is resolved, this feature (which improves the quality of LOOKDEV's irradiance texture) will be disabled.
This is needed for keymaps to define their own options,
which can include left/right mouse select.
This can also help to us to provide popular keymap tweaks as options,
so users can easily fit blender to their workflow with well supported
adjustments which don't give the overhead of having to maintain
your own keymap, which become out-dated when operators change.
For Blender builtin configurations the option to choose the select mouse remains
and is now also in the splash screen. It works by changing the keymap dynamically
in the script, rather than using special events.
The system of automatic switching of events was not flexible enough to deal with
side effects that require further keymap changes, so it is now under more manual
control in the script.
This breaks compatibility for some scripts and exported key configurations.
These can be fixed by replacing SELECTMOUSE, ACTIONMOUSE, EVT_TWEAK_S and
EVT_TWEAK_A with appropriate LEFTMOUSE, RIGHTMOUSE, EVT_TWEAK_L and
EVT_TWEAK_R events.
Other than that, there should be no functional changes.
This setting can be tweaked to improve glossy reflection cubemaps.
It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.
It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).
In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.
This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).
The influence distance is also used as shadow far clip distance.
This influence distance does not concerns sun lights that still have a
far clip distance.
---
This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
We need to make sure that all the nested node trees are localized.
Because of this reason, we need to roll back to a bit older way
of dealing with materials.
Should be all safe now with the fixes from few moments ago.
I only specified the identifiers for the units that are actually accessible for now.
This way we can postpone some decisions for now. E.g. if it should be `METER_SQUARE`, `SQUARE_METER`, `METER_SQ`, ...
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3945
The constraint is supposed to automatically initialize the rest
length when it is first evaluated, so now that evaluation is done
on a separate copy it also has to copy the value to the master
instance - or newly created constraints will be broken.
Since this is supposed to happen once at constraint creation,
implementing as a search for now instead of adding new fields.