Commit Graph

66005 Commits

Author SHA1 Message Date
5da02ab9e2 GPU: only call glShadeModel when needed 2016-06-10 06:11:14 +10:00
efd547f3da GPU: avoid multiple bind calls in GPU_draw_pbvh_buffers
Also add utility functions: GPU_basic_shader_bind_enable/disable
so we don't have to get the previous state every time and manipulate it
2016-06-10 06:09:11 +10:00
46e1d85e61 Reduce conflicts be keeping same indent-level as master 2016-06-10 05:51:34 +10:00
c96d4ec644 Merge branch 'master' into blender2.8 2016-06-10 05:46:29 +10:00
6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00
a151806698 Merge branch 'master' into blender2.8 2016-06-10 05:17:33 +10:00
10d57f991b Merge branch 'master' into blender2.8 2016-06-10 05:15:06 +10:00
d733826708 Fix T48614: Blender from buildbot crash when Separate selection in this particular scene.
Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid,
it would not be returned by mempool iterator step, which would always return NULL in that case.
2016-06-09 17:53:51 +02:00
20f0e2f342 Compilation error fix after recent cleanup
Please do not do cleanups in minimal configuration, doing that has been
proven to only cause issues without solving anything meaningful ;)
2016-06-09 09:53:35 +02:00
88ac2d390b Cleanup: GPU arg wrapping 2016-06-09 05:44:25 +10:00
5065343074 Cleanup: GPU headers 2016-06-09 05:38:43 +10:00
d01499a45c GPU: avoid disabling basic-shader for lasso
Replace glDrawPixels w/ glaDrawPixelsTex
2016-06-09 05:17:43 +10:00
69bf7a44aa Fix armature stick draw, unpack-alignment was set but never restored
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
2016-06-09 05:17:43 +10:00
b41cfb590c glutil: add glaGetOneInt helper 2016-06-09 05:17:43 +10:00
b32fd196a0 Depsgraph: Avoid redundant connection from IK solver to chain
Could give barely measurable speedup on a complex rigs.
2016-06-08 17:33:04 +02:00
c683c3805e Depsgraph: Remove unused code
Became obsolete after recent changes.
2016-06-08 17:33:04 +02:00
bdd855ac1a Depsgraph: Optimize flush update when there's few objects and fewzillions of bones
Avoid annoying checks form inside operations loop, gives few percent speedup in
files like army_of_blenrigs.
2016-06-08 17:33:04 +02:00
b9de44f458 GPU: fix texface image w/ basic-shader 2016-06-09 00:44:20 +10:00
Julian Eisel
fc96110bb5 Make uiLists placed in popups usable
It's still not completely working - there are still some glitches - but far better than before.
To make buttons of the uiList work, you have to add a 'check' callback to the operator that invokes the menu. Only if it returns True, the uiList gets refreshed. To avoid this we have to make the region refresh tagging in the entire button handling a bit smarter.

Changes I had to do:
* Call uiList handling from menu/popup handling if needed.
* Make uiList handling use special popup refresh tag if placed in menu.
* Allow popups invoked from py operator to tag for refresh by using operator 'check' callback.
* Tag popup for refresh when resizing uiList.

Mostly fixes T48612.
2016-06-08 16:05:23 +02:00
37fc4b575f Fix FPE exception happening when converting linear<->srgb using SIMD 2016-06-08 16:00:34 +02:00
6ca6d3c4fd Cleanup: typo 2016-06-08 22:31:35 +10:00
e02679f71e Cleanup: typos 2016-06-08 22:25:23 +10:00
5e063ce6c9 Fix edit-mesh draw not disabling stipple
Caused problem w/ basic-shader
2016-06-08 21:37:34 +10:00
6307e823ca Cycles: Fix crash after recent zero scale instance optimization 2016-06-08 12:25:35 +02:00
438bdccff3 Buildobt: Update master config 2016-06-08 12:17:18 +02:00
b7a0340414 Buildbot: Give 2015 builds different name 2016-06-08 12:01:26 +02:00
4845736e41 3D Text: Use BLI_array_store for undo storage 2016-06-08 19:26:49 +10:00
94057b15d1 3D Text: Store separate arrays for undo data
Don't store maximum length of text per undo step,
or attempt to pack all data in a single array.

Was storing 32766 characters per undo step, irrespective of actual text length.
2016-06-08 19:21:18 +10:00
c6864c408b 3D Text: move undo into its own file 2016-06-08 19:12:23 +10:00
0a029e3dd1 BLI_array_store: move helper functions into their own API 2016-06-08 19:12:23 +10:00
e623d6b223 Fix cloth stability when in perfect rest shape.
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver.

This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while.

Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {F314558}

Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on.

Reviewers: lukastoenne

Reviewed By: lukastoenne

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D2028
2016-06-08 10:32:11 +02:00
1345865dcd Buildbot: Trickery for MSVC2015 and NVCC 2016-06-08 10:31:04 +02:00
fc60689a25 Correct assert 2016-06-08 16:31:40 +10:00
eaa19177e7 GPU: fix/workaround basic shader font-color
All text was displaying black.

BLF uses alpha-only textures which aren't supported by the basic-shader,
Workaround this by using texture swizzle so the RGB components of the texture are set to 1.
2016-06-08 15:20:57 +10:00
654019fa01 Cycles: Fix two numerical issues in the volume code
This hopefully fixes T48383 by avoiding two numerical problems that I found in the volume code.

Reviewers: sergey, dingto, brecht

Reviewed By: sergey, dingto, brecht

Maniphest Tasks: T48383

Differential Revision: https://developer.blender.org/D2051
2016-06-08 03:17:19 +02:00
Julian Eisel
a506f4c74e Cleanup: Add comment on behavior of tweak events
It's not obvious that they use the mouse coordinate of the initial key-press event (behavior since rBf1f33ba7be2d), so added comment.

Also corrected other comments.
2016-06-07 23:13:27 +02:00
38f07a81b3 Fix T48600: VSE strip 'side selection' fails in 'Both' case.
Looks like a line was forgotten in the 'BOTH' case in code...
2016-06-07 22:37:31 +02:00
9081adf097 Cleanup - size_t is unsigned, so always >= 0! 2016-06-07 21:53:17 +02:00
5bd9e83289 GPU: Fix triple buffer w/ basic glsl shader
Needed to add GL_TEXTURE_RECTANGLE support to basic-shader.
2016-06-08 05:40:21 +10:00
91c146c42e Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now 2016-06-07 20:58:53 +02:00
d16635e497 Cuda 7.5 cannot be made to work with a supported cl.exe version in the same way as cuda 6.0 does allow, disabling cuda kernels on buildbot for now 2016-06-07 20:56:44 +02:00
f3d33a1a0f GPU: Fix for glDrawPixels drawing w/ glsl shader
The basic shader needs to be temporarily disabled in this case.
Add macros for temp store/restoring the state.
2016-06-08 04:13:21 +10:00
cf8a0d08b0 GPU: make using the glsl basic-shader a flag
This allows for it to be more easily tested.
2016-06-08 04:13:16 +10:00
bf54dcc3c9 Fix T48589: Compositor Backdrop crashes Blender 2016-06-07 16:44:15 +02:00
b595a692c8 Cycles: Limit degenerated triangle check got CUDA only
OpenCL seems to work fine here, and for some reason that comparison was
giving compilation error on OpenCL here.

Better to compile OpenCL kernel than to be fully robust to weird corner
cases.
2016-06-07 15:48:56 +02:00
b6954c8da1 Cycles: Fix regression introduced in c96a4c8
A few places still needed to be updated to use the new Mesh::num_triangles()
method; wrong number from triangles.size() was causing crashes.
2016-06-07 07:38:09 -04:00
f08018f928 Fix (unreported) EditNormal modifier: broken 'flip poly' feature.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...

Dead simple, but was tough to track down this one!
2016-06-07 13:07:01 +02:00
0036ffb3e6 Cleanup: warning 2016-06-07 19:23:43 +10:00
4b99958ca1 Remove particle expander
Having this caused buffer-overrun on startup
2016-06-07 18:27:31 +10:00
1e5735ab99 World space switch for BI nodes.
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).

This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.

{F315547}

{F315548}

Reviewers: campbellbarton, brecht

Reviewed By: brecht

Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D2046
2016-06-07 10:21:55 +02:00