8245bdca2b
quiet double promotion warning and some style cleanup
2013-06-25 20:52:33 +00:00
bd59bae651
Fix #34909 Texture paint mode does not correctly update when using
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textures larger than 2048x2048.
Check if texture is over user preference or GPU limit in texture paint
mode and if it is, scale the partial redraw rectangle before uploading
to GPU. This should be faster than rescaling the whole texture.
2013-06-25 13:27:43 +00:00
37f5945188
style cleanup
2013-06-25 10:44:30 +00:00
553dd71efb
Fix GLSL not showing shading properly on the backside of faces. Now it flips
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the normal towards the viewer, seems to give consistent results with blender
internal, cycles, normal maps, etc.
Started from patch #32761 by Vitor Balbio, but changed it to do normal flipping
earlier so it solves all cases.
2013-06-24 13:46:34 +00:00
4a34d86f32
Fix #35848 : render crash in background mode due to missing G.main.
2013-06-23 13:58:59 +00:00
ee8d353fdd
Fix #35768 : crash in with "free image textures" option and 3D viewport with textured
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draw mode open. OpenGL texture free needs to happen in the main thread, but it was
freeing a copy of the image datablock. I can't understand how this code ever worked,
probably it never did.
2013-06-15 14:01:16 +00:00
cda5770160
code cleanup: also fix crash in GPU_state_print(). and confine to debug mode builds.
2013-06-13 11:59:28 +00:00
a6b505ef0b
style cleanup
2013-06-06 06:02:46 +00:00
f18fad668f
Fix textured draw mode + dyntopo crash fix to cover more cases.
2013-06-05 15:54:41 +00:00
e66f3eb499
Cycles: GLSL materials now can use multiple UV maps with the attribute node.
2013-06-05 15:54:39 +00:00
aa96f0290a
Obsessive Null Checking Compulsion case:
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Textured draw mode + DynTopo crashed after recent specularity tweak.
2013-06-05 09:10:56 +00:00
4a7f37f6ed
Fix #35602 : VBO + dynamic topology sculpt did not show specularity.
2013-06-04 17:10:57 +00:00
9fca5f47bc
Fix #35617 : cycles GLSL object texture coordinates were wrong.
2013-06-04 15:49:34 +00:00
225c5fee6b
move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
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remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
601b8c1041
Fix #35505 : cycles object space normal mapping did not match blender internal.
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Now it uses the same (strange) YZ flipping convention.
2013-05-27 17:48:02 +00:00
ec8d277c64
BLI_math rename functions:
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
1140051e56
Fix for [ #35490 ] Initial cube is green, turn off matcap and it is correct color
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* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
2013-05-24 12:25:18 +00:00
99b325cebf
Cycles / Toon BSDF:
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
b068563ec8
Fix #35459 : global texture coordinates not working with GLSL shaders. Got broken
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in shader uniform binding optimizations in revision 55527.
2013-05-22 20:18:17 +00:00
13bde6645b
code cleanup: remove callbacks only added to wrap MEM_freeN
2013-05-21 08:45:10 +00:00
6de829cb7a
code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on.
2013-05-20 18:42:28 +00:00
38dc85f296
Math Node:
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-20 14:38:47 +00:00
359edc27d3
style cleanup
2013-05-11 01:06:01 +00:00
eaa6479ae3
Cycles: bump node changes to add a Distance input that controls the overall displacement
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distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
a9fb183901
rename BLI_ghashIterator_notDone() -> BLI_ghashIterator_done()
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was renamed fairly recently but other similar iterators not negated
like this, would prefer to keep it as it was
2013-05-08 12:58:11 +00:00
7753d1c49c
Fix #34889 : negative lights not working in glsl view and game engine.
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Patch #35197 by Tyler Seacrest.
2013-05-03 05:24:01 +00:00
0408684763
avoid per-vertex mask layer lookups for dyntopo.
2013-05-02 06:09:05 +00:00
f9592e9a6e
Fix #35063 : GLSL texture node Value output was not outputting alpha.
2013-04-24 15:05:43 +00:00
feeab1ad53
Fix #34997 : when starting the game engine in one window and switching to a second
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window, the game would stop drawing in the first and mess up the OpenGL state of
the second.
Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
2013-04-18 16:28:39 +00:00
77da6b3662
move editmesh functions out editderivedmesh.c into editmesh.c
2013-04-16 05:46:17 +00:00
d2b14ed4f0
BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping().
2013-04-14 00:40:24 +00:00
2f9b7410dc
code cleanup: warnings + style
2013-04-13 00:43:49 +00:00
d0beabb642
Add function to query maximum texture size. Also, make texture upload
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functions aware of this limit.
2013-04-12 17:56:07 +00:00
36094af7a3
Fix #34908 : compressed DDS files did not display properly when their mipmap levels
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did not go down to 1x1 image size, need to set GL_TEXTURE_MAX_LEVEL then.
2013-04-08 15:39:38 +00:00
966e86cd2d
Fix for [ #34754 ] "Revision 55527 provokes glitchy GLSL shadow map rendering" reported by Alain Ducharme. Per material uniforms and per object uniforms are now better separated.
2013-04-04 03:55:43 +00:00
0aada35e93
Fix #34788 , #34744 : GLSL error, #version line needs to be at the top of the shader
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and this wasn't the case anymore after recent changes.
2013-04-02 16:37:31 +00:00
de9dffc61e
Cycles: initial subsurface multiple scattering support. It's not working as
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00
e8d532f1dd
style cleanup
2013-03-31 03:28:46 +00:00
d15d78a33a
style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
2013-03-27 20:27:07 +00:00
2006103a52
OpenGL: Moving the GPU_pass_update_uniforms() call from GPU_material_bind_uniforms() to GPU_material_bind(). This way, material specific uniforms don't need to be resent when sending object specific uniforms. This saves uniform update calls in the BGE where one material is bound and multiple objects can be drawn. This doesn't offer much in the way of performance, but it cleans up our OpenGL usage a bit. One test scene went from 8k OpenGL calls to 4k with just this one change.
2013-03-23 03:11:48 +00:00
9379dcb507
code cleanup: unused defines, shadowing and unintended enum-as-variable.
2013-03-22 14:31:03 +00:00
8655be437d
code cleanup: use bool where values are true/false, for view3d and related functions.
2013-03-20 23:14:18 +00:00
01e9dae3dc
code cleanup
2013-03-18 18:25:05 +00:00
afe9970d48
style cleanup
2013-03-16 14:42:05 +00:00
2d21e6521f
Fix: multisample viewport drawing didn't work well with selection or particle
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brushes, due to issues with color coded drawing or slow/buggy reading from such
a buffer on some systems.
In case multisample is enabled now, it uses an offscreen buffer for such drawing,
which is not multisampled and so should not cause issues. This does mean there is
some extra GPU memory usage when multisample is enabled, and we could optimize
triple buffer to work together here somehow to share buffers, but it's better than
having selection not working.
2013-03-15 19:56:33 +00:00
40bfce6616
use bool for knife, also scons tab/space mix.
2013-03-15 19:00:21 +00:00
bcec00dddc
Fix #34649 : texture size limit user preference not working.
2013-03-15 16:16:11 +00:00
962865d19f
fix for 2 errors where the 2d arrays were used as 3d. (out of bounds read).
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also minor code cleanup.
2013-03-13 18:10:05 +00:00
5ff0daf1ac
Fix #34492 : clipping border not working with GLSL/matcap and Nouveau drivers.
2013-03-13 18:00:13 +00:00
ee3d910f8f
code cleanup: quiet struct gcc warnings, also use more conventional names for bmesh dissolve.
2013-03-12 08:50:02 +00:00