A lot of drawcalls don't use the object's properties and don't
need a dedicated DRWCallState. We allocate a unique one at
the begining and use it for all calls that uses the default
unit matrix.
This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
This type of indices is not natively supported on modern GPU and
gives warning on some implementation. The memory savings it
provides is also quite minimal and unlikely to be visible on
nowadays hardware.
This remove some uneeded struct members and makes primitive
restart always enabled by default. This can be broken by addons
if they are not careful enough but many other states have this
problem.
Also leverage GL_PRIMITIVE_RESTART_FIXED_INDEX if
ARB_ES3_compatibility is supported. This removes all API calls
to change restart index depending on indices length.
Fix for GPencil and Cycles Render draw type. GPencil objects were only
shown when overlays were turned on. The cause of this is an
optimization we did to not populate any draw engine when an
external renderer was used with overlays turned off.
This will check if there is any visible GPencil object in the scene. if
so it will still perform the loop.
`DEG_id_type_any_exists` can check if any object of a certain type_id is in the
result. This check is also being used to check if there are any
visible grease pencil objects as a precheck in `DRW_render_check_grease_pencil`.
Reviewed By: brecht, fclem, antoniov
Maniphest Tasks: T65191
Differential Revision: https://developer.blender.org/D4962
three issues here:
- when curves had multiple nurbs, the active vert is per nurb
[curve_create_edit_data_and_handles() wasnt taking that into account]
- code could go wrong when points where hidden
- upon selection, tag curve ID_RECALC_COPY_ON_WRITE for batch cache
update
Reviewers: brecht, fclem, sergey
Maniphest Tasks: T64829
Differential Revision: https://developer.blender.org/D4943
The calculation of the mix color was not using the bottom color when the alpha was lower than 1.0.
Also added clamp code to avoid values outside valid ranges.
When XRay is turned on the mesh analysis did not draw correct. This
change won't draw the mesh analysis overlay when xray is turned on.
In terms of giving the user a visual feedback of this limitation we
render the overlay options inactive.
Reviewed By: brecht, fclem
Maniphest Tasks: T65225
Differential Revision: https://developer.blender.org/D4965
- Make edges darker in vert & face select mode (making more
contrast to not loose the topology). Downside is less select
edges visibility in vertex mode. But I'm confident that it's not
as painfull as it seems.
- Make select faces less saturated to have more color contrast
between select faces and edges.
- Make unselected faces white to increase contrast with faces and
edges. The brightening is negligeable for bright surfaces and
help readability on darker surfaces. Reminder that if the faces
overlays are too distracting (i.e: uv mapping, or texturing) they
can be toggled off in the overlay panel.
Reviewers: billreynish, campbellbarton, brecht
Reviewed By: billreynish, campbellbarton, brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D4941
When viewport samples are set to 1 simple scenes with volumetrics crash.
EEVEE volumetrics needs to init the post processing buffers. With recent
changes the need for post processing buffers are known after the cache
init. But they are constructed before the cache init. This lead to null
pointers.
Reviewed By: fclem
Maniphest Tasks: T64922
Differential Revision: https://developer.blender.org/D4942
This is too generic flag, and it might be used by anything, starting from
changes in transform ending with changes in ID properties.
The check here is to be as specific as possible. If that is not possible
the decision must be documented.
Related on T63111.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4923
When using texture drawing the material alpha was not set correctly, It
used the `shading.xray_alpha` as this was the default set in the forward
renderer.