The main new feature is mixed variable declarations and code, which can help
reduce uninitialized variables or accidental variable reuse.
Due to incomplete C99 support in VS 2013, variable length arrays are not
supported, BLI_array_alloca must still be used. The header <tgmath.h> is also
not supported.
Differential Revision: https://developer.blender.org/D1631
GPUBuffer rendering is now done using vertex buffers.
Vertex arrays are completely removed from GL 3.2 core profile, so we'll
have to do this change at some point anyway.
This commit, though big, is not modifying blender in any way. Use should
be exactly as if the vetex buffer option is constantly on.
This patch contains the following changes:
- the vertices and edges arrays would be assigned default values, and
then reassigned new ones right away. It appears that those arrays were
once global and then made local
(rB06a2ee4afed4237398b69ddf253e29a730b2f9f0), so it makes sense now to
initialize them with the right values.
- the flame spectrum texture was created whether it was needed or not,
so now it's only created if there's flame to be drawn, also split the
code in a separate function.
- reduce the number of parameters to the main draw function, as most of
them are member of SmokeDomainSettings.
- some other minor cleanups: fold multiple operations into one to get
rid of one local variable, mark variables as `const` when necessary,
unecessary gl draw calls, reorder the code a bit...
Reviewers: campbellbarton, psy-fi
Differential Revision: https://developer.blender.org/D1368
simple stuff!
- remove ARB suffix from core functions & enums
- remove checks for core features (VBOs, generic attribs)
- keep checks for non-core features (draw elements base vertex)
Technically this was more of a feature request, but now the Alt-I operator will
only remove keyframes related to selected bones in Pose Mode. In Object Mode,
it will continue to operate on all keyframes of the object.
This change makes this operator more meaningful when animating in the 3D view.
Face paths including triangle-fans would often be avoided because
the face center and edge would 'zig-zag'.
Resolve using wighted face center and picking an edge-point between face centers.
Issues was again the ugly hack of swapping last generated tri with original face
we use in BMesh triangulate code - here it could lead in some rare case to have
invalid face pointer in doubles list.
In case two neighbor buttons are very small, their total width (or height) can remain below
max authorized delta, and hence wrong side could be detected as 'common side' for the pair.
This is now fixed by checking both opposite sides at once.
Also, we expect buttons to have some width and height to be considered alignable now!
Took me two days to sort that out, grrrr!
Existing collapse functions were strict regarding the number of verts sharing an edge.
BM_edge_collapse allows any edge to be passed in without first having to manipulate geometry.
This performs a range search on the kdtree, running a callback instead of allocating an array.
Allows the caller to perform extra checks in the case of overlap,
avoids redundant array allocations, since caller can handle matches.
Another fix for a slightly different case from the original report, to give better orientation.
Vertex normals influence on the orientation is now scaled by the alignment with the cut direction.
Also use face normal instead of loop normal which can be unreliable when the corners edges are co-linear.
Aside from some minor cleanup, this commit:
* Fixes checking twice for multiple usage of same vert by a same poly.
* Fixes handling of ME_VERT_TMP_TAG vert flag by that check (there was no guaranty
that flag was cleared for a poly's vertices before we start checking).
The idea is to avoid having roundtrip from byte to float and back to byte buffer
and use render result's byte buffer to store result of sequencer rendering.
This actually matches to what regular render pipeline is doing and this gives
around 2-3 times speedup of sequencer export on a simple scenes.
This is something what IMB_colormanagement_imbuf_for_write() is intended to do.
Gives around 40% speedup in test wile with OpenGL render and about 20% when
rendering simple cube scene animation.