Commit Graph

7 Commits

Author SHA1 Message Date
e9c8917e10 Properly handle vertex color color space for Cycles GLSL
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.

BI path stays unchanged, just to make things simplier for now.

Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node
2016-05-31 14:41:51 +02:00
4acd218c02 GPU compositing:
Minor optimization: Store the uniform interface of shaders instead of
re-querying every frame.
2016-03-21 22:43:03 +01:00
49247f0fc4 Fix T47207: Material shading incorrectly handles colorramp node
The issue was introduced by a fix for T44713 which only made GLSL
consistent with Cycles.

Now we do have conditional averaging or proper luma weighting based
on whether we're new old old shading system. Not totally ideal but
should work for until we re-design viewport possibly breaking how
Blender Internal does implicit conversion.
2016-02-02 12:50:56 +01:00
0372b64270 OpenGL: port smoke drawing code to GLSL.
Beside the obvious ARB -> GLSL change, the texture slicing algorithm had
to be rewritten.

Although this new algorithm has the same behaviour as the old one (view
aligned slicing), it works with an arbitrary number of slices (which
could eventually be set by the user), which means we can preallocate the
buffer. The previous algorithm would slice from the begining to the end
of the volume's bbox, and draw the slices as it generates them.

Also support for ARB program was removed.

Patch by myself, with some minor fixes by Brecht.

Reviewers: brecht, #opengl_gfx

Differential Revision: https://developer.blender.org/D1694
2016-01-10 07:36:23 +01:00
f06f6eab0d Cleanup: style, gpu module 2016-01-10 07:12:10 +11:00
1a2b5d9a8b Fix a few warnings with Apple LLVM 7.0.2. 2015-12-23 20:39:03 +01:00
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00