forked from blender/blender
Mesh: Add viewport normals simplify option #5
Closed
Hans Goudey
wants to merge 1 commits from
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mesh-normals-simplify-option
into refactor-mesh-corner-normals-lazy
pull from: mesh-normals-simplify-option
merge into: HooglyBoogly:refactor-mesh-corner-normals-lazy
HooglyBoogly:main
HooglyBoogly:socket-shapes
HooglyBoogly:cleanup-subdiv-converter
HooglyBoogly:mesh-custom-normals-generic
HooglyBoogly:fix-modifier-eval-geometry-set-improve
HooglyBoogly:uv-seam-expose
HooglyBoogly:sculpt-compress-undo-step
HooglyBoogly:modal-node-tools
HooglyBoogly:sculpt-pivot-3d-cursor
HooglyBoogly:sculpt-multires-remove-gather
HooglyBoogly:pbvh-build-separate-struct
HooglyBoogly:fix-gpu-subdiv-crashes
HooglyBoogly:fix-subdiv-lines-loose-binding
HooglyBoogly:sculpt-refactor-layer-brush
HooglyBoogly:viewport-transform-proper-view
HooglyBoogly:sculpt-brush-refactor-multiplane-scrape
HooglyBoogly:cleanup-sculpt-undo-object-name
HooglyBoogly:extract-positions-bmesh-corner-verts
HooglyBoogly:geometry-nodes-viewport-transform-more
HooglyBoogly:geometry-nodes-character-at-index
HooglyBoogly:curve-to-mesh-angle-scale
HooglyBoogly:ui-block-buttons-cpp
HooglyBoogly:geometry-nodes-sample-grid-index-node
HooglyBoogly:delaunay-triangulate-array-input
HooglyBoogly:delaunay-triangulate-array-format
HooglyBoogly:subdiv-ccg-mesh-topology
HooglyBoogly:geometry-nodes-split-curves
HooglyBoogly:modifier-ui-revamp
HooglyBoogly:curves-bezier-handles-all
When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
1 Commits
Author | SHA1 | Message | Date | |
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15143b0eb1 |
Mesh: Add viewport normals simplify option
Before #108014, toggling "Auto Smooth" was an easy way to disable evaluation of custom normals and face corner normals for faster viewport playback performance. Now that corner normals are calculated automatically as necessary, it's helpful to still have a way to disable expensive normal computation for faster playback. This commit adds a "Normals" scene simplify setting. To avoid a bunch of complexity, it just influences which normals are requested from the object by viewport rendering. In my tests, skipping calculating at least doubled viewport FPS in a few test files with a large mesh with custom normals. This works well because normals are cached and lazily calculated. |