When dimension of images aren't a multifold of 256 parts of the gpu
textures are not updated. This patch will calculate the correct part of
the image that needs to be reuploaded.
Internally the update tiles are 256x256. Due to some miscalculations
tiles were not generated correctly if the dimension of the image wasn't
a multifold of 256.
Previously we used to cache a float image representation of the image in
rect_float. This adds some incorrect behavior as many areas only expect
one of these buffers to be used.
This patch stores float buffers inside the image engine. This is done per
instance. In the future we should consider making a global cache.
New code from the vertex normal refactor cfa53e0fbe combined with older code
from 592759e3d6 that disabled instancing for custom normals and autosmooth
meant that instancing was always disabled.
However we do not need to disable instancing for custom normals and autosmooth
at all, this can be shared between instances just fine.
Caused by 0f89bcdbeb and was not fully addressed by 6f9828289f:
tagging an ID with flag 0 is to be seen as an explicit tag for copy
on write.
Would be nice to either consolidate code paths of flag 0 and explicit
component tag, or get rid of tagging with 0 flag, but that is above of
what we can do for the upcoming release.
When using ancored stroked the diameter of the stroke can be 0 what
leads to a division by zero that on certain platforms wrap to a large
negative number that cannot be looked up. This fix will clamp the size
of the brush to 1.
In some cases, the normal edit modifier calculated the normals on one
mesh with the "ensure" functions, then copied the mesh and retrieved
the layers "for write" on the copy. Since 59343ee162, normal
layers are never copied, and normals are allocated with malloc instead
of calloc, so the mutable memory was uninitialized.
Fix by calculating normals on the correct mesh, and also add a warning
to the "for write" functions in the header.
The check to see if newly requested attributes are not already in the
cache was not taking into account the possibility that we do not have
new requested attributes (`num_requests == 0`). In this case, if
`attr_used` already had attributes, but `attr_requested` is empty, we
would consider the cache as dirty, and needlessly rebuild the attribute
VBOs.
These features are complicated to support on GPU and hardly compatible
with subdivision in the first place. In the future, with T68891 and
T68893, subdivision and custom smooth shading will be separate workflows.
For now, and to better prepare for this future (although long term
plan), we should discourage workflows mixing subdivision and custom
smooth normals, and as such, this disables GPU subdivision when
autosmoothing or custom split normals are used.
This also adds a message in the modifier's UI to indicate that GPU
subdivision will be disabled if autosmooth or custom split normals are
used on the mesh.
Differential Revision: https://developer.blender.org/D14194
Reuse the same vertex normals calculation as for the GPU code, by
weighing each vertex normals by the angle of the edges incident to the
vertex on the face.
Additionally, remove limit normals, as the CPU code does not use them
either, and would also cause different shading issues when limit surface
is used.
Fixes T95242: shade smooth artifacts with edge crease and limit surface
Fixes T94919: subdivision, different shading between CPU and GPU
This operation can only be applied on one ID at a time, so only apply it
to the active Outliner item, and not all the selected ones.
Also renamed `Make Library Override` menu entry to `Make Library Override
Single` to emphasis this is not the 'default expected' option for the
user.
Trust user count to actually delete or not the dragged ID when current
dragging is cancelled, since it may be already used by others.
NOTE: This is more a band-aid fix than anything else, cancelling drag
has a lot of other issues here (like never deleting any indirectly
linked/appended data, etc.). It needs a proper rethink in general.
To keep consistency with the new contract option, the dilate now expand the shape beyond the internal closed area.
Note: This was committed only in master (3.2) by error.
This is requested by artist for some animation styles where is necessary to fill the area, but create a gap between fill and stroke.
Also some code cleanup and fix a bug in dilate for top area.
Reviewed By: pepeland, mendio
Differential Revision: https://developer.blender.org/D14082
Note: This was committed only in master (3.2) by error.
Without ray offsets intersections at neigbhoring triangles are found, as
the ray start is exactly at the vertex. There was a small offset towards
the center of the triangle, but not enough.
Now this offset computation is moved into Cycles and modified for better
results. It's still not perfect though like any offset approach, especially
with long thin triangles.
Additionaly, this uses the shadow terminate offset for AO rays now, which
helps remove some pre-existing artifacts.
Also fix a couple other places where normals layers weren't properly
tagged dirty or reallocated when the mesh changes.
Caused by cfa53e0fbe. When the size of a mesh changes,
the normal layers need to be reallocated. There were a couple of places
that cleared other runtime data with `BKE_mesh_runtime_clear_geometry`
but didn't deal with normals properly. Clearing the runtime "geometry"
is different from clearing the normals, because sometimes the size of
the normal layers doesn't have to change, in which case simply tagging
them dirty is fine.
When X-ray mode is active the selection is done using the mesh data to
select what is closest to the cursor. When GPU subdivision is active with
the "show on cage" modifier option, this fails as the mesh used for selection
is the unsubdivided one.
This creates a subdivision wrapper before running the selection routines to
ensure that subdivision is available on the CPU side as well.
Differential Revision: https://developer.blender.org/D14188
This was a double free error which happened because `BM_mesh_bm_from_me`
was taking ownership of arrays that were still owned by the Mesh. Note that
this only happens when the mesh is empty but some custom data layers still
have a non-null data pointer. While usually the data pointer should be null in
this case for performance reasons, other functions should still be able to
handle this situation.
Differential Revision: https://developer.blender.org/D14181
When exporting generated coordinates, the subdivision export code was
using the schema for the non-subdivision case, which is invalid as
non-initialized. This typo existed since the initial commit for the
feature (rBf9567f6c63e75feaf701fa7b78669b9a436f13dd).
The scale-to-fit option did nothing for single words when
the text box had a height. This happened because it was expected that
text would be wrapped however single words never wrap.
Now the same behavior for zero-height text boxes is used when text
can't be wrapped onto multiple lines.
0fd72a98ac called functions to set bezier handle positions
that used uninitialized memory. The fix is to define the handle positions
explicitly, like before.
Drag Action was constantly resetting itself to "move".
Solve this by storing the tool settings per tool and no longer clear
gizmo properties when activating a new tool.
Currently, when normals are calculated for a const mesh, a custom data
layer might be added if it doesn't already exist. Adding a custom data
layer to a mesh is not thread-safe, so this can be a problem in some
situations.
This commit moves derived mesh normals for polygons and
vertices out of `CustomData` to `Mesh_Runtime`. Most of the
hard work for this was already done by rBcfa53e0fbeed7178.
Some changes to logic elsewhere are necessary/helpful:
- No need to call both `BKE_mesh_runtime_clear_cache` and
`BKE_mesh_normals_tag_dirty`, since the former also does the latter.
- Cleanup/simplify mesh conversion and copying since normals are
handled with other runtime data.
Storing these normals like other runtime data clarifies their status
as derived data, meaning custom data moves more towards storing
original/editable data. This means normals won't automatically benefit
from the planned copy-on-write refactor (T95845), so it will have to be
added manually like for the other runtime data.
Differential Revision: https://developer.blender.org/D14154
Currently the RNA functions to add mesh elements like vertices
don't clear the runtime cache of things like triangulation, BVH
trees, etc. This is important, since they might be accessed with
incorrect sizes. This is split from a fix for T95839.
There was accidentally some displacement related code running even when not
using displacement.
Differential Revision: https://developer.blender.org/D14169
Previously, objects and geometries were mapped between frames
using different hash tables in a way that is incompatible with
geometry instances. That is because the geometry mapping happened
without looking at the `persistent_id` of instances, which is not possible
anymore. Now, there is just one mapping that identifies the same
object at multiple points in time.
There are also two new caches for duplicated vbos and textures used for
motion blur. This data has to be duplicated, otherwise it would be freed
when another time step is evaluated. This caching existed before, but is
now a bit more explicit and works for geometry instances as well.
Differential Revision: https://developer.blender.org/D13497
Reset Defaults left the undo stack in an invalid state,
with the active undo step left at the previous state then it should
have been.
Now the buttons own undo logic is used to perform undo pushes.