That was really crappy indeed. Now we have a separate API
for low level OpenGL programs, plus a nice interface for GPU, also
removes some GL calls from main code as a plus :)
The source for the programs is also moved to nice external .glsl files
(not sure which extension convention GPU assemply uses)
Trying to access rl's from full samples in non-full-OSA context (with uninitialized
sample index even :P ).
Caused by rBd5f1b9c2, probably a copy/paste typo or so.
Issue here is simple and has been fixed in other places such as
texpainting: Basically if face has different winding, do not calculate
it as adjucent to the other face, even if UV is identical.
This allows us to stack islands of symmetrical closed meshes on top of
one another and still be able to select the two identical island halfs
(provided the normals are correct of course).
On windows empty dirs are completely empty - no par or current entries
are listed either, in those cases artificially add those.
Furthermore, stat on UNC paths do not support current/parent 'shortcuts'
(i.e. things like '\\SERVER\foo\bar\..' do not work), so we have to hack
around that mess...
This should ensure us we always do have valid parrent entry...
The issue was introduced in rB4b685e1 and it appears some crazy area still
accesses particles for render after deleting it's render data, which broke
viewport/render behavior.
This commit restores previous G.is_rendering logic and adds corresponding
checks to cache construction, so counting is all consistent.
Goes to the TODO list to either replace G.is_rendering with eval_ctx or to
make it so psys->renderdata always exists during render sync.
The issue was caused by bevel object being automatically added to the scene graph
by dag_get_node() and had no incoming relations, even form the scene. This confused
scene update flush logic.
Now there'll be a scene relation added to such nodes, so they're always reachable
from the root node.
Was only handling failures in video thumbnails, was confusing (giving two different types
for video files, *sigh*), and... useless, since thumbnail code already handles smartly
failures in preview generation!
We need to avoid passing a NULL string here, and also we need to pass
the correct suffix we used to pass view string directly which is
probably not what we want.
Fix of T36285, I just invalidate projection matrix when a camera switch
to viewport mode, because we need to rewrite the projection matrix in
RenderFrame.
It worked with old blender version because when you use viewport render
one camera is added in the camera list and initialize its projection
matrix for the first time. But when we used several cameras + viewport
for splitscreen we had issues.
Reviewers: dfelinto, hg1, ben2610, lordloki, moguri
Reviewed By: moguri
Projects: #game_rendering, #game_engine
Differential Revision: https://developer.blender.org/D1202
* The breakdowner tool will no longer operate directly on properties
of type "enum", as this doesn't make sense most of the time. This
is still not much use though when custom properties (ints) are used
to drive some underlying enum property though (as in blenrig)
* The breakdowner no longer tries to perform any blending if the
start and end values are the same, to avoid float precision issues.
D1002 by @plasmasolutions, with own refactoring.
Note, needed to do a bad-level call here (IMB -> BLF)
Also can't use the BLF API directly because its not thread-safe.
So keep the function isolated (blf_thumbs.c).
* Don't grey multiview options in file browser and in Node Editor Properties out if multi-view is disabled, hide them completely (I think greying out single buttons is fine, but in case of entire blocks we should just hide to save space)
* Move multiview settings in Node Editor Properties above alpha settings to prevent the alpha buttons from appearing above multiview settings if multiview is enabled and Stereo 3D format is chosen (making them appear below is much nicer)
I found this while investigating why the backdrop shows 'blank' while I
update a node influence factor. This problem still persist, but maybe it
was there before multiview. In release it is not noticeable, but in my
debug build is quite evident.
There are a few things here which are not so nice:
* Position of proportional edit circle is not centered on data
(difficult to predict positions here since those are completely custom,
will probably be positioned at center of area later instead)
* Result is flushed to curve handles only at the end of the transform,
so if people have the graph editor open they will see handles lagging behind.