- add BLI_stack_count
- add BLI_stack_pop_n to pop into an array
- add BLI_stack_push_r, which returns a pointer that can be filled in
Also remove sanity check in BLI_stack_pop, assert if the stack is empty.
trees for localization (previews and viewer evaluation).
This is handled entirely by the compositor already. Doing this during
localization is redundant and risks divergent behavior.
Proxy operations from muted nodes would still create conversion
operations where the datatypes don't match, which creates unexpected
behavior. Arguably datatype conversion could still happen even when the
main operation is muted, but this would be a design change and so is
disabled now.
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
ATIs.
This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.
This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.
Having those in mind, this commit may well be reverted later.
Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.