- memset() was argument was truncated.
- outliner had redundant NULL check.
- node texture was allocating memory to make a unique name which isnt needed for a fixed size string.
draw mode. This happens because it uses node data structures in threads, now
it does same as preview render, which is to immediately stop the render thread
when e.g. deleting nodes.
internal viewport rendering. Lots of tweaks here, mainly:
* Stop 3D viewport render and free database before undo.
* Accumulate update flags rather than replace them each time it rerenders, to
avoid previous updates getting lost.
* Don't check against Render struct view parameters for changes, those are set
in the job thread which might not run before the next update call.
Now the viewport rendering thread will lock the main thread while it is exporting
objects to render data. This is not ideal if you have big scenes that might block
the UI, but Cycles does the same, and it's fairly quick because the same evaluated
mesh can be used as for viewport drawing. It's the only way to get things stable
until the thread safe dependency graph is here.
This adds a mechanism to the job system for jobs to lock the main thread, using a
new 'ticket mutex lock' which is a mutex lock that gives priority to the first
thread that tries to lock the mutex.
Still to solve: undo/redo crashes.
were no properly updating when rendering animations.
The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
- reverted fix for bug 32537 (error report drawing after thread job didn't show)
This solves very bad 3d view render updates while using transform, it was
getting into an eternal feedback loop for dependencies. (jobs sending mousemoves
causing jobs to end, causing mousemoves, causing etc).
- The render-update code was not going over all windows, but over every screen to
send signals (also the invisble ones)
Added incremental re-render on view changes. That means all data preprocessing
only needs to be done once on view changes, quite faster that way.
Also fixed a bug in raytracing strands with soft shadows, was wrongly changing
coordinates in a static array.
Note: proper signals for re-renders is still on the todo. Many button options
don't signal a re-render yet. Work around: press G+ESC for quick full renders.
* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
two separate flags for this preview render and viewport preview render.
Made it so dynamic topology will flush changes from
SculptSession->bm to Object->me.
Used the same approach as sculptsession_bm_to_me does,
but instead of using DAG_id_tag_update used in-place
DerivedMesh release. Otherwise this lead to some
update issues resulting in missed object after render.
Also fixed multires modifier not being applied for
render when rendering from dyntopo sculpt mode.
P.S. Apparently sculpsession_bm_to_me was declared
in BKE_paint.h but implemented in object.c.
Rather confusing and better make it so this
functions are declared and implemented in
consistent files. But will solve this in a
separate commit.
Animated characters were not rendering yet, the render code for it
caused a signal for re-draw and re-render, in eternal loop.
Solved by forcing viewport render to use the same derivedmesh data
as for 3d viewport drawing. Faster too.
- Put it available as a default now (no debug value needed)
- Fixed viewport size error, viewport was badly set
(visible with border render, property regions)
- Fixed hanging lock in conflict between drawing and initialize
new renders.
of editmode on the child object.
Problem was that the object custom data mask was not taken into account when
rebuilding the derivedmesh in some cases, which is needed for the derivedmesh
to contain the mapping back to the original vertices. Now this data mask is
used for any derivedmesh build that will be cached.
Also problematic was that the datamask for the active object was applied to
all objects in the scene, which caused the parent object to be recalculated
when it didn't need to be. Now this datamask is only used for the active object.
viewport render changes.
Actually was an older issue that would cause unnecessary preview render restarts
if the render result was not allocated before it was drawn. Now the render result
is being reallocated each time for freestyle which made the issue worse.
Because of our release soon, feature has been added behind the Debug Menu.
CTRL+ALT+D and set it to -1. Or commandline --debug-value -1.
When debug set to -1, you can put the viewport to 'render' mode, just like
for Cycles. Notes for testers: (and please no bugs in tracker for this :)
- It renders without AA, MBlur, Panorama, Sequence, Composite
- Only active render layer gets rendered. Select another layer will re-render.
- But yes: it works for FreeStyle renders!
- Also does great for local view.
- BI is not well suited for incremental renders on view changes. This only
works for non-raytrace scenes, or zoom in ortho or camera mode, or for
Material changes. In most cases a full re-render is being done.
- ESC works to stop the preview render.
- Borders render as well. (CTRL+B)
- Force a refresh with arrow key left/right. A lot of settings don't trigger
re-render yet.
Tech notes:
- FreeStyle is adding a lot of temp objects/meshes in the Main database. This
caused DepsGraph to trigger changes (and redraws). I've prepended the names
for these temp objects with char number 27 (ESC), and made these names be
ignored for tag update checking.
- Fixed some bugs that were noticable with such excessive re-renders, like
for opening file window, quit during renders.