I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.
Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.
It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now dtaa which depends on object is stored
in an object, making things clear for understanding even.
This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.
Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.
It used to be a check for ob->bb ? ob->bb : cu->bb but
in fact it doesn't make sense and only makes code more
crappy.
Making displist for mballs and curves/surfaces/fonts
already ensures object has walid bounding box.
of the active object in the 3D view. This was due to sharing a global G.moving
flag to indicate that transform is active, now it's only set per transform data
type so different editors don't influence each other.
many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.
Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
Mesh editmode, active face was always drawing same stipple pattern color,
whether face is selected or not.
Now it uses selection color + stipple. Looks much more consistent.
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
This means bundles' size is not affected by camera scale.
This way it's more useful to work with -- bundles never
becomes too small or too large (depending on reconstructed
scene scale).
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
- pass string size to BLI_timestr() to avoid possible buffer overrun.
- quiet warning for mingw.
- include guards for windows utf conversion funcs.
- fix for mistage in edge-angle-selection check.
- some style cleanup.
Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
note: that this intentionally removes check to exit vpaint mode when a vertex color layer is removed,
since being in vertex-paint mode without a vertex color layer is supported.
also minor change to drawing camera limits while picking from previous commit.