Since it seems that CD_ORIGINDEX is not available for loops,
the only choice is to simply use the loop normals already
computed by depsgraph after evaluating modifiers.
This revealed a bug where the Auto Smooth settings would be lost
from the mesh after complex modifiers, or after edit mesh to mesh
conversion, so restoring them is needed to get correct results.
This only happens after a certain wireframe threshold.
We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the first bin if the wireframe slider is low enough.
This optimization is disabled for deformed meshes when playback is active.
This optimization is only implemented for meshes object for now.
This should help resolve (to some extent) T58188.
This only happens after a certain threshold.
We sort triangles into 2 bins (start and end of the buffer) based on a
threshold and just draw the start bin if the wireframe slider is low enough.
This optimization is disabled for deformed meshes.
This should help resolve (to some extent) T58188.
Fix the old code that propagates selection changes to the
evaluated mesh directly without rebuilding, and avoid tagging
DEG_TAG_COPY_ON_WRITE if it succeeds.
In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3989
That was caused by a thread safety issue on gpu_batch_presets_unregister()
which was not designed to be used for this kind of situation (managing 3D
meshes batches).
This decouple the vertex display from the face+edges.
This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).
Also it makes all vertices visible (not cut-off) even when navigating.
However it makes the navigation drawing a bit slower because it has to
render twice.
Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
Move the weight paint drawing to the fragment shader. The shader
uses a texture that uses the U.coba_weight custom color band, or
an internal color band.
In addition to actual weights, the shader has to display two
alert colors: missing vertex group, and zero weight. The zero
weight alert has to be blended with regular weight colors,
so that a single alert vertex surrounded by weighted ones is
still visible.
Reviewers: campbellbarton, fclem
Differential Revision: https://developer.blender.org/D3675