This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
transform.
IMB_makeSingleUser makes a copy and destroys metadata. I am not sure if
this is the safest way to make a single user ImBuf (setting the refcount
to 0 is simpler and there's less, but no zero, risk of dangling
pointers) but I will leave this as is for now in case there is an actual
need for a copy here. The alternative approach should be tested at some
point.
Assumed the `reference` pointer is an ID, currently true, but may not always be.
Add a callback specifically for this purpose since cleaning up notifiers and space-types are different operations.
"Unexisting" particles must be freed after the unexist flag has been set,
which was no longer the case after 78c491e62a.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1213
This commit fixes several issues:
* island_store->items_to_islands_num was reset each time we added a new island, this is stupid! Harmless too, though, afaikt.
* partial verts bvhtree (with several islands) was hugely over-allocated...
* we would 'leak' in neighbor islands when geometry itself was contiguous.
* best_nor_dot was used incorrectly, leading to smaller weights for better matching normal!
All those fixes are related to T44522 (through personal communications with reporter).
Originally I wanted to get rid of RenderResult->rect* entirely, but it's
convenient to have for temporary structs.
This patch makes sure they are used only when really needed, which
should help clearing the code out.
(they are needed when using RE_AcquireResultImage() - which produces a
RenderResult with no RenderView)
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1270
would fail on coplanar faces (or smooth verts).
Loop remapping is really a tricky topic... For now, we enhance a bit more
our Frankenfunc by using distance between dest and source polygons as
fallback in case we have too much similar normals...
Probably not a perfect solution, but should be robust enough I hope.
One core question remains open though: do we want to stick to 'use only seams
to detect UV islands'? This makes things much simpler, but will obviously fail
in case of actual islands without matching seams. :/
Caused by own commit that changed island detection code. In the case of
modifiers we don't want to take winding information into account, but
left the code since there are use cases (like painting) which could use
this.
I finally put the time into understanding what was going on here.
Basically RE_AcquireResultImage() produces RenderResults without
RenderViews. That will be fine for now since I'm planning to refactor
RenderResult soon.
This is a kind of sloppy-focus,
resolving long standing bug with loop-cut/knife/ruler /w quad-view.
Where activating a tool would lock onto one of quad-views,
especially problematic when activating from the toolbar or menus.
This is a temporary fix until I get to investigate it more carefully.
It will help if the report could include the steps to reproduce it
besides the buggy file.
Note: RenderResult should *always* have at least a valid RenderView,
which is not what happens here.
Note 1: If you go to a render slot previously rendered and change
something in the compositing the buffer will still vanish.
This is an old bug, T44181, and not addressed here
(I'm basically just fixing the regression introduced with multiview)
Note 2: I have a work in progress patch to get rid of
RenderResult->rectf/rect32/rectz entirely. It still not working, and we
should have a working code base before doing refactoring anyways.