added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
When set to solid-shading, GPU_update_grid_buffers was calling
normal_quad_v3 to output into a mapped buffer, but normal_quad_v3
reads as well as writes.
This fix actually makes a huge performance difference with my drivers
(Gallium/Radeon).
There are a number of features that use a kind of "internal linking" in nodes:
1. muting
2. delete + reconnect (restore link to/from node after delete)
3. the new detach operator (same as 2, but don't delete the node)
The desired behavior in all cases is the same: find a sensible mapping of inputs-to-outputs of a node. In the case of muting these links are displayed in red on the node itself. For the other operators they are used to relink connections, such that one gets the best possible ongoing link between previous up- and downstream nodes.
Muting previously used a complicated callback system to ensure consistent behavior in the editor as well as execution in compositor, shader cpu/gpu and texture nodes. This has been greatly simplified by moving the muting step into the node tree localization functions. Any muted node is now bypassed using the generalized nodeInternalRelink function and then removed from the local tree. This way the internal execution system doesn't have to deal with muted nodes at all, as if they are non-existent.
The same function is also used by the delete_reconnect and the new links_detach operators (which work directly in the editor node tree). Detaching nodes is currently keymapped as a translation variant (macro operator): pressing ALTKEY + moving node first detaches and then continues with regular transform operator. The default key is ALT+DKEY though, instead ALT+GKEY, since the latter is already used for the ungroup operator.
Disabled double-side lighting by default and changed areas which are using
double sided lighting to switch it off just after doing stuff which requires
double side.
This makes code a bit more simple to follow (no all that disabling double side
lighting all over the code and so).
This change also fixes crash of blender caused by intel gme965 driver which
leads to stack corruption in some place when double side lighting isn't
disabled (probably driver still kind of using double side in some areas or so).
Hopefully it'll also fix#30293: Converting Text to Mesh
Thanks to Campbell to assist writing this patch!
At the point where GPU_build_mesh_buffers is called, the
face_vert_indices map has already been built; it contains the same
data in an easier-to-access format.
As with multires, this change calculates face normals rather than
using vertex normals when the node is flat-shaded.
Flat-shading with VBO on non-multires meshes is still wrong, but
fixing that would require larger changes to our vertex buffers.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only.
I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:
http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)
I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
support in some older cards, now it does a more precise check for problematic
cards so that it can be enabled on new cards that do support it properly.
This issue is caused by texelFetch which does not take wrapping options into account as it uses unnormalized uv coordinates to access a texel. A hack was made to do manual wrapping in the shader. This is acceptable because texture wrap mode is always treated as "repeat" elsewhere in 3D view in blender.
Thanks to Morten Mikkelsen for pointing out the cause of the issue and providing the fix.
=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
- use more logical names for strings, noticed too many strings called `str` when reviewing name patch.
- pass __func__ macro to uiBeginBlock(), quite a few names were wrong (copy/paste error).
This commit extends limit of ID and objects to 64 (it means 63 meaning
characters and 1 for zero-terminator). CustomData layers names are also
extended.
Changed DNA structures and all places where length constants were hardcoded.
All names which are "generating" from ID block should be limited by MAX_ID_NAME-2,
all non-id names now has got own define called MAX_NAME which should be used all
over for non-id names to make further name migration stuff easier.
All name fields in DNA now have comment with constant which corresponds to
hardcoded numeric value which should make it easier to further update this
limits or even switch to non-hardcoded values in DNA.
Special thanks to Campbell who helped figuring out some issues and helped a lot
in finding all cases where hardcoded valued were still used in code.
Both of forwards and backwards compatibility is stored with blender versions newer
than January 5, 2011. Older versions had issue with placing null-terminator to
DNA strings on file load which will lead to some unpredictable behavior or even
crashes.