Revert 0c7d2de382. The "Camera Data" node actually gives the location
of the point in camera coordinate system. To obtain actual camera data,
we can use "Geometry" node instead.
Also modify the "Geometry" node, to produce correct view vector output
in orthographic GLSL preview.
For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.
Thanks to Brecht for code review.
* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).
Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
Disabling display lists for legacy ATI cards since they don't support display lists well.
Also removing an unused variable from the display list rasterizer.
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
Code in GPU_buffers_free was already trying to be safe
for threading, by skipping OGL calls there, but in fact
it was still buggy.
Namely, freeing was doing buffers shift in a cycle, and
if two threads will call this function shifting will go
crazy.
Now made it so GPU_buffers_alloc and GPU_buffers_free
are using mutex lock, so they're completely safe for
threading. Same goes to gpu_buffer_setup function.
It required minor functions reshuffle, so there're no
locks happening from locked thread, but it's all very
straightforward change
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svn merge -r58276:58277 ^/branches/soc-2013-depsgraph_mt
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
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.
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.
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.