When projection painting a dense mesh a face can be marked
PROJ_FACE_DEGENERATE when it is too small. Degenerative faces are
handled differently and as documented can create incorrect results.
Not sure what these incorrect results are and if there could be a better
solution for handling these results.
This fix would only mark a face degenerative when all the verts are the
same.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D7662
When projection painting a dense mesh a face can be marked
PROJ_FACE_DEGENERATE when it is too small. Degenerative faces are
handled differently and as documented can create incorrect results.
Not sure what these incorrect results are and if there could be a better
solution for handling these results.
This fix would only mark a face degenerative when all the verts are the
same.
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D7662
In some cases blender could freeze. When threads are blocked (waiting for other tasks completion) the scheduler can let the thread perform a different task. If this task wants a write-lock for something that was read-locked in the stack a dead lock will happen.
For task pools every task is isolated. For range tasks the inner loop will be isolated. The implementation is limited as isolation in TBB uses functors which are tricky to add to a C API. We decided to start with a simple and adapt were we need to.
During testing we came to this setup as it was reliable (we weren't able to let it freeze or crash) and didn't had noticeable performance impact.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D7688
The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
When setting the Viewport Anti-Aliasing samples in the user preferences
to a lower sample count the anti-aliasing was not reset. This lead to
incorrect result as the accum buffer would still hold the values of the
larger sample count.
This fix resets the TAA when the sample count is changed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7728
When using an external render engine Blender will still draw an OpenGL
depth buffer for the overlay engine to work correctly. Particle systems
were ignored, what lead to occluded hair and other artifacts.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7730
When sculpting the GPU batches are constructed with only the required data
for a single viewport. When that viewport changes shading or coloring mode (object
to vertex) batches might not hold all the needed information.
There is also a case when you have two 3d viewport one in object color
mode and the other in vertex color mode that the GPU batches were
updated without any vertex colors.
In order to fix these category of issues this patch would always
construct the full GPU batches for sculpting.
Reviewed By: Clément Foucault, Pablo Dobarro
Maniphest Tasks: T75908
Differential Revision: https://developer.blender.org/D7701
In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
In some situations is good to have a grid visible anot beeing occulde by meshes.
By default is OFF.
Differential Revision: https://developer.blender.org/D7721
The current behavior isn't necessarily "incorrect," but it's unintuitive
and confusing. A simple fix is to apply parentinv before finishing the
operator.
However, there may still be issues when the object's parent has a parent.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7723