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).
- Replace BKE_brush_getactive_gpencil -> BKE_paint_brush
(no need for per-paint-type brush access).
- Rename TOT_GP_EDITBRUSH_TYPES -> GP_EDITBRUSH_TYPE_MAX
(avoid sharing prefix w/ unrelated constants).
- Rename instances of `GP_EditBrush_Data` to 'gp_brush'
(`Brush` is typically called 'brush').
This makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs is supported and the ray depth has not exactly
the same meaning:
Is Camera : Supported.
Is Shadow : Supported.
Is Diffuse : Supported.
Is Glossy : Supported.
Is Singular : Not supported. Same as Is Glossy.
Is Reflection : Not supported. Same as Is Glossy.
Is Transmission : Not supported. Same as Is Glossy.
Ray Length : Not supported. Defaults to 1.0.
Ray Depth : Indicate the current bounce when baking the light cache.
Diffuse Depth : Same as Ray Depth but only when baking diffuse light.
Glossy Depth : Same as Ray Depth but only when baking specular light.
Transparent Depth : Not supported. Defaults to 0.
Transmission Depth : Not supported. Same as Glossy Depth.
Caveat: Is Glossy does not work with Screen Space Reflections but does work
with reflection planes (when used with SSR or not).
We have to render the world twice for that to work.
Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
This makes previewing thick smoke a bit more plausible with better shadows.
The shadowing is clamped so that nothing is completely black. That said the
lower bound is pretty low.
This is not an option but could become one if users do not like it in
all situations.
This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
Now that the 3d grid is infinite, antialiased, not occluded, and overlaid
on top of rendered view, being able to decrease its opacity to reduce
visual strain is a must.
Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
Make edge decoration a bit thinner and try to reduce missing edge segment
due to triangle barycentrics.
This invert the "edge fix" strip offset direction, meanning there is now
the possibility that these triangles poke through nearby geometry depending
on the viewport near/far clips distances.
This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
Support for showing images in background/foreground and only in perspective/orthographic view.
Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.
The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)
Reviewer: fclem, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3863
It is caused by some sync issue apparently. Adding glFlush in these
two places fixes it.
Caveat: it might have a small perf impact (did not measure it).
The fix is limited to the affected driver/operating systems.