Tessellation data isn't used for drawing or sculpting.
This frees up some memory ~approx 10% in own tests.
Also slight spee-up since it avoids calculating it in the first place.
Issue wascaused by the famous OpenMP crap in MSVC2013,
so only way is to use openmp threading if number of BVH
nodes is high enough.
Made it 8 for now, which seems to work rather fine on my
laptop and adult dragon from sintel. But maybe it's to be
adjusted a bit more.
Looks like the normal update flag is used internally in the modifier
itself. So as a workaround just pass normal update to the nodes when
flood filling
Avoid filling up buffers when total buffer triangles are zero.
Better still would be to tag a node as hidden when doing recreation of
the PBVH tree by checking for any visible elements. Original bug report
probably has to do with OpenGL doing something funky but hidden nodes
should be tagged as hidden to completely avoid iterating for painting.
This is to be done in a later commit.
Also some naming cleanup for consistency, GPU_build_pbvh_mesh_buffers to
GPU_build_mesh_pbvh_buffers.
Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.
There are a couple of caveats here:
Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.
Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.
Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.
Also make zero mask color duller again after artist feedback.
Was marked as a todo in the code.
This does not yet take care of correct display for multi material
meshes, since it would need correct separation of faces during pbvh
creation. Instead we just take material of first face in node and assume
that the rest faces have the same. This will create some funky effects
if one attempts to sculpt in this way.
Note: This does not yet address T39517
dyntopo
Layer brush would not invalidate the layer_disp arrays in dyntopo mode,
checking only for the existence of the array. This means that if a tool
resized the node due to topology changes, the layer brush code could
index (and write!) out of bounds in the array. Solution is to invalidate
the layer data prior to each stroke in dyntopo.
to previous sculpt fix (OpenGL access from thread with no context
bound). The fact that this has gone unnoticed so far means that people
are dyntopoing like crazy these days.
Main issue here is that glBuf* calls were invoked from threads different than
main thread. This caused a crash (since those do not have a GL context active).
Fix here is twofold:
* add an ID buffer in buffer pool that handles pbvh buffers and is freed
from main thread when gpu_buffer_pool_free_unused is called.
* do not create glbuffers in derivedmesh creation routine, rather tag nodes
for update and create those in the draw function
(guaranteed to be called from main thread)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D169
Summary:
Issue here most probably is that the start point in ray-casting is too
far away from the mesh. As a result the triangle intersection code can
sometimes miss the ray intersection. To solve this, we project the ray
segment to the boundary of the root node.
Reviewers: brecht, sergey, campbellbarton
Reviewed By: brecht
Maniphest Tasks: T37177
Differential Revision: http://developer.blender.org/D115
Current redraw options also did an unnecessary normal recalculation on
updated nodes.
Also, for the box and lasso mask only push an undo node if any vertex
has actually been influenced.
calloc. Since we copy the first 1/1.3 part of the new array from the
existing nodes, only the rest 0.3/1.3 should be initialized to zero.
This should in theory cut down the times of occasional hangs with
dyntopo, since my guess is that it is caused by dynamic reallocations.
Maybe a linked list structure would help here? This is a bigger change
though, leaving as is for now.
Also, minor cleanup, delete duplicate ghash deletion and remove unneeded
commented code.
Fixes the sculpt object being incorrectly clipped during drawing due
to an out-of-date bounding box making it seem that the object had gone
outside the view.
Added a BKE_pbvh function to get the top-level bounding box. In
sculpt_flush_update(), where the PBVH bounds are updated, the result
is copied to the object's bounding box.
Fixes bug [#33790]
projects.blender.org/tracker/?func=detail&aid=33790&group_id=9&atid=498