Commit Graph

427 Commits

Author SHA1 Message Date
5c89138684 style cleanup: comments 2012-04-22 11:54:53 +00:00
8765dfccf7 style cleanup: correct typos 2012-04-21 14:14:58 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
a73d0d3e72 code cleanup: dont include BLI_winstuff.h on non windows systems, also cleanup some defines/includes for windows. 2012-04-15 07:54:07 +00:00
48ed63b1a5 Scons ToDo:
* Made Smoke building optional, added WITH_BF_SMOKE.
* Enabled per default in btools.py
2012-04-14 21:55:38 +00:00
503785649d Fix #30811: glsl error in material draw mode, due to recent commit. 2012-04-04 16:11:10 +00:00
3c1b5b5632 stule cleanup: edits for files which were recently cleaned up. 2012-04-02 22:26:00 +00:00
5b88712ff9 move debug flag into its own global var (G.debug), split up debug options.
--debug
  --debug-ffmpeg
  --debug-python
  --debug-events
  --debug-wm

This makes debug output easier to read - event debug prints would flood output too much before.

For convenience:
  --debug-all turns all debug flags on (works as --debug did before).

also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
2012-03-31 00:59:17 +00:00
0740e9e464 fix [#30643] Crasher on entering edit mode with VBOs enabled 2012-03-30 06:11:59 +00:00
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
81d8f17843 style cleanup: pep8, indentation 2012-03-24 07:36:32 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
9751653410 Renaming CD_WEIGHT_MCOL/MLOOPCOL and their masks from WEIGHT to PREVIEW, as this layer is now also used for various preview tasks in Object mode.
“Cleanup” commit, no functional changes.
2012-03-22 08:41:50 +00:00
52418868eb Fix for size of VBO index type when drawing multires in sculpt mode.
The VBO index type can be either ushort or uint depending on the grid
size. The comparison was checking how many quads are in the array, but
this was incorrect; the size of the index elements should depend on
the maximum value they reference, i.e. the maximum coord/normal
element.
2012-03-16 23:21:40 +00:00
815beed922 Fix for multires VBO drawing in sculpt mode.
Forgot to use return value of function creating the index buffer.
2012-03-16 04:11:35 +00:00
4d3f11c66f Fix some errors in partial visibility drawing.
Also changed show-in-border key to SHIFT+H as suggested by Daniel
Salazar.
2012-03-14 07:37:47 +00:00
68b8f3b0a8 Skip hidden elements in PBVH iterator, raycast, and drawing. 2012-03-14 06:32:25 +00:00
c21c58f44c style cleanup, also remove unused externs. 2012-03-11 19:09:01 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
0641f1723b Optimize index buffers for multires drawing in sculpt mode.
All multires grids have exactly the same ordering, so rather than
allocate a new index buffer for each PBVH node, just allocate one that
can be reused for every grid.

This requires more draw calls (one per grid rather than one per PBVH
node), but less graphics memory.
2012-03-09 09:30:03 +00:00
4f7bdc59d3 style cleanup: spelling.
also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
e61339a76f code cleanup: duplicate checks and double assignments. 2012-03-08 04:38:35 +00:00
46045fbb09 style cleanup - braces & else / if's 2012-03-07 04:53:43 +00:00
71e5edeb6a Code cleanup: use typedefs for DerivedMesh drawing callbacks.
There are still fairly bewildering set of callbacks being tossed
around, but it's at least a little less verbose now.
2012-03-07 04:41:14 +00:00
31d2ee9bf7 style cleanup, brackets in else/if, some indentation. 2012-03-06 18:40:15 +00:00
c7ffe7f621 Draw individual face's material and shading correctly in the PBVH.
Previously, the shading and material was set once per PBVHNode when
drawing. This is still the case, but PBVHNodes are now built to
contain only one material and shading mode.

This is done with an extra partitioning step; once the number of
primitives in the node falls below the PBVH leaf limit, it's
primitives are checked for matching materials. If more than one
material or shading mode is present in the node, it is split and
partitioned (partitioned by material rather than 3D location.)

Given a sufficiently 'annoying' input, like a dense mesh with
thousands of materials randomly scattered across it, this could
greatly increase PBVH build time (since nodes might end up containing
a single primitive), but in general this shouldn't come up.

In order to support materials for grids, the CCGDM is building another
grid array (of DMFaceMat structs). This could be used to replace
CCGDM.faceFlag for some small memory savings (TODO).
2012-03-06 02:40:08 +00:00
e2003f9a6c Code cleanup: remove unused drawFacesColored from DerivedMesh.
This function pointer isn't called anymore, so removing it and the
cddm/ccgdm/gpu code associated with it.
2012-03-05 21:27:28 +00:00
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
7cc206ddca Code Cleanup: remove non existing function declarations.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
2012-02-29 15:00:37 +00:00
87ddcab933 Bugfix: avoid reading from an OpenGL buffer mapped write-only.
When set to solid-shading, GPU_update_grid_buffers was calling
normal_quad_v3 to output into a mapped buffer, but normal_quad_v3
reads as well as writes.

This fix actually makes a huge performance difference with my drivers
(Gallium/Radeon).
2012-02-28 05:00:28 +00:00
Lukas Toenne
050428049f Implements a new operator for detaching nodes. In the process i overhauled the node muting system as well.
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)

The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.

Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.

The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
2012-02-27 17:38:16 +00:00
72e1316dc4 minor style edits
- use GL_TRUE/FALSE for glLightModeli
- use set for python checks against multiple string values.
2012-02-25 21:27:45 +00:00
79f9964cdb Changes in double side lighting usage
Disabled double-side lighting by default and changed areas which are using
double sided lighting to switch it off just after doing stuff which requires
double side.

This makes code a bit more simple to follow (no all that disabling double side
lighting all over the code and so).

This change also fixes crash of blender caused by intel gme965 driver which
leads to stack corruption in some place when double side lighting isn't
disabled (probably driver still kind of using double side in some areas or so).

Hopefully it'll also fix #30293: Converting Text to Mesh

Thanks to Campbell to assist writing this patch!
2012-02-25 18:09:39 +00:00
3dd449ae4f Bugfix: don't read from a write-only VBO when updating grid buffers. 2012-02-23 10:35:23 +00:00
5e12c7feca Code cleanup: de-duplicate code in GPU_build_grid_buffers() with a macro. 2012-02-22 23:30:56 +00:00
fd87bf3ef6 Code cleanup: don't use GHash for GPU_build_mesh_buffers().
At the point where GPU_build_mesh_buffers is called, the
face_vert_indices map has already been built; it contains the same
data in an easier-to-access format.
2012-02-22 22:48:34 +00:00
88a2be1846 Another fix for non-VBO flat-shading in sculpt mode, this time for non-multires meshes.
As with multires, this change calculates face normals rather than
using vertex normals when the node is flat-shaded.

Flat-shading with VBO on non-multires meshes is still wrong, but
fixing that would require larger changes to our vertex buffers.
2012-02-21 04:24:30 +00:00
a6dc47b0ca Remove call to GPU_update_mesh_buffers from GPU_build_mesh_buffers.
Building the mesh buffers already gets the PBVH_UpdateDrawBuffers flag
set, so this was double-updating the vertex buffer.
2012-02-21 04:16:27 +00:00
d31e1533a3 Fix normals for flat-shaded non-VBO sculpt drawing.
Example here, original on left, fixed normals on right:
http://www.pasteall.org/pic/show.php?id=26925
2012-02-20 21:25:24 +00:00
5148828356 svn merge ^/trunk/blender -r44235:44250 2012-02-19 17:59:30 +00:00
02b28e9162 replace MIN2 / MAX2 with minf / maxf to avoid calling functions multiple times. 2012-02-19 05:11:24 +00:00
48006292d8 svn merge ^/trunk/blender -r44189:44204 2012-02-17 20:56:25 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
428f031237 svn merge ^/trunk/blender -r44076:44118 2012-02-15 12:08:06 +00:00
40e2942f25 Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. 

I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:

http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)

I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14 13:25:23 +00:00
873386b22d Fix #30170: with file saved in texture painting mode, when going to object mode
the image texture is missing. The flag to indicate that the mipmap levels were
already loaded into GPU memory was incorrectly set then.
2012-02-13 21:12:14 +00:00
2d1a05874b svn merge ^/trunk/blender -r44024:44076 2012-02-13 04:14:35 +00:00
6e38297b82 Fix: Avoid freeing frect, it always points to a buffer that will be freed later, like srgb_frect or ftilerect on or must not be freed, like Imbuf array itself. 2012-02-12 11:27:51 +00:00
5ea86e1e2b svn merge ^/trunk/blender -r43995:44024 2012-02-11 04:10:50 +00:00
18edbd103d Fix #30131: mac UI font corruption in release candidate, refined test for
ATI/Apple cards with broken non-power-of-two-textures missed some cards,
checked against list of GL_RENDERER values, hopefully complete now.
2012-02-10 17:12:44 +00:00