Mpving utils from idcode to idtype proved to be somewhat painful for
some reasons, but now all looks good.
Had to add a fake/empty shell for the special snowflake too,
`ID_LINK_PLACEHOLDER/INDEX_ID_NULL`...
When RGB images or BW images are converted to a GPU texture and color
space conversion was needed the images were read incorrectly.
This patch checks the correct amount of channels in the image and uses
that as the correct pixel stride.
Is done by considering all base edges infinitely sharp.
In the future can become a different operator option to allow to mix
Catmull-Clark and simple subdivisions. For now just sticking to what
old good Blender versions were doing.
Fixes T74869: Simple subdivision type is not working as it should
The idea is following: only store information about edges which are
1. Communicated to the OpenSubdiv topology.
This rules out all loose edges, as they are not needed for the
propagation process.
2. Correspond to edge from the base mesh.
This avoids storing edges which are generated between inner face.
Those are not to have any sharpness to allow smooth propagation.
There is still possible to have memory peak in some obscure case when
mesh contains a lot of loose edges. It can be optimized further by
utilizing knowledge of the non-loose tags.
The title says it all actually. The test case is to get default cube,
set some edges to non-zero crease, add multires modifier and hit the
"Subdivide" button few times.
The memory footprint might be optimized by not storing information
about inner generated edges.
Both scaling the text itself, as well as scaling the curve wasnt
updating, now added relations for this.
Maniphest Tasks: T74701
Differential Revision: https://developer.blender.org/D7140
Makes it so conversion is centralized in a single place.
We might consider removing any conversion, passing value as-is which
will be easier for I/O scripts to match crease. The downside of that
would be loose of control range in certain qualities and values of
crease.
There shouldn't be any functional changes in this commit.
Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.
Reviewed By: fclem, dfelinto
Differential Revision: https://developer.blender.org/D6922
Stereo offscreen rendering has been replaced with stereo viewport
rendering. When an offscreen buffer is used it is only used for mono
rendering.
This patch will remove the second offscreen buffer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7153
This patch moves the NULL check of `actseq` to the correct position, which should happen
before the `channel` is assigned. Otherwise an attempt to call the `sequencer_select_grouped_exec`,
when there is no active sequence and `use_active_channel` set to true, results in a crash.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7170