This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
Now that the 3d grid is infinite, antialiased, not occluded, and overlaid
on top of rendered view, being able to decrease its opacity to reduce
visual strain is a must.
Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
Make edge decoration a bit thinner and try to reduce missing edge segment
due to triangle barycentrics.
This invert the "edge fix" strip offset direction, meanning there is now
the possibility that these triangles poke through nearby geometry depending
on the viewport near/far clips distances.
This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
Support for showing images in background/foreground and only in perspective/orthographic view.
Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.
The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)
Reviewer: fclem, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3863
It is caused by some sync issue apparently. Adding glFlush in these
two places fixes it.
Caveat: it might have a small perf impact (did not measure it).
The fix is limited to the affected driver/operating systems.
This option allows to fade all layers except active one. This can help in very crowded scenes with a lot of layers, to verify you are working in the right one.
2.7x was displaying 2 additional subdivision for theses views. Bumping to 3
just to say we improved it!
Hypothetically it can be increased as much as we want but float precision
can quickly become an issue.
This new option is located in the shadows options in the render settings.
This approach is simple and just randomize the shadow map position (not
the lamp itself) and just let the temporal supersampling do the average of
all the shadowing. The downside is that is needs quite a large number of
samples to give smooth results and individual sample position can remain
visible.
Enabling this option will make the viewport refresh all shadow maps every
redraw so it has a serious performance impact.
This approach is not physicaly based at all and will not match cycles.
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The sampling for point lamps (spheres) is not
As it turned out the issue wasn't that we were drawing only the active,
but that the "object mode" lattice drawing was drawing on top of the
drawing for all the edit mode lattice objects.
We are doing the same original behaviour for curves and even meshes. To be
investigated if it is ok for those other cases.
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.