simulations.
This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.
A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.
A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB
Reviewers: sergey, lukastoenne, brecht, campbellbarton
Reviewed By: brecht, campbellbarton
Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht
Differential Revision: https://developer.blender.org/D1721
Each LINES draw call is now responsible for its own line width. No need
to set it back to its 1.0 default after every draw.
This eliminates half our calls to glLineWidth , similar to last week’s
work on glPointSize.
Calculate the clipped min/max factor along the segment,
only applying to the coordinates at the end (will give better precision too).
Also make split input/output args.
I put all usage of GL_POINTS under the microscope. Fixed problems &
optimized a couple of spots.
- reduce calls to glPointSize by about 50%
- draw selected & unselected vertices together for UV editor & EditMesh
- draw initial gpencil stroke point the proper size
- a few other smaller fixes
New policy: each GL_POINTS draw call needs to set its desired point
size. This eliminates half our calls to glPointSize (setting it back to
its 1.0 default after every draw).
In gpu lib:
- GPU_glsl_support() always returns true
- internal cleanup & comments
Outside gpu lib:
- remove check from various code, remove the “else” path
- sprinkled a few C99-isms
We can remove GPU_glsl_support() when BGE stops calling it.
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
Darkens the colors for limit and mist indicators of non-active cameras. This makes it easier to see which indicators belong to the active camera and which don't.
Useful for layouts with multiple cameras.
Requested by the Caminandes team.
- RegionView3D.view RV3D_VIEW_PERSPORTHO
only ever set on initialization, never checked for.
- Lamp.type LA_YF_PHOTON
from old 2.4x yafray files.
Also iniitalize movie-clip + grease-pencil theme colors.
Looks like instancing of smoke sim is not supported at all
(was fake-working in 3DView in 2.74, but not rendered).
But it should not crash - code was adding temp 'fromdupli' base to the delayed
drawing list...
Nice to backport this to 2.76 I think.
* draw lattice boundingboxes in 3dView [if "show_bounds" is used -- an option previously pretty useless for lattices]
* give proper values for lattice objects ".bound_box" in bpy
* give proper values for armature objects ".bound_box" in bpy
* lets users use "Dimensions" [in 3dView Transform panel] on lattices and armatures
* remove redundant calculations in "boundbox_armature()"
Armatures boundingboxes were already drawn in 3dView, if "show_bounds" was used.
Based on report T45735: Lattice's bounding_box doesn't update,
and a comment in code by @campbellbarton ("later we may want to add dimensions for lattice, armature etc too").
Revision: https://developer.blender.org/D1460
Make it so CCGDM reports 0 number of geometry when it uses GPU backend for
drawing. This screws up a bit statistics in info header and requires to have
some special handle of CCGDM in the drawing code, but makes it so non of the
areas will try to access non-existing geometry.
This commit begins implementation of the idea about hidden face
separation outlined in
http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-
We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.