This is really a workaround which brings back direct display
list creation from drawing code. This is rather nasty to do
but proper solution would require some major sequencer redesign.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.
Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D272
This in fact seems some kind of video driver limitation, because it worked fine
on windows but failed on linux here. The guess is that textures doesn't always
work on display lists, or we simply do have some wrong OGL context somewhere.
This is a workaround for until bigger viewport draw refactor is done (as Brecht
mentioned display lists are deprecated in new OGL anyway).
Changed curve active point from pointer to index. Allows curve active point to be saved to file and retained between modes for free. Also some small optimisations by removing pointer look up code.
- Made active point access functions into BKE API calls.
- Fixes operators where curve de-selection resulted in unsel-active point.
- Split curve delete into 2 functions
This adds an ImageUser to such empties with all the typical settings.
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D108
Same as mballs and curves it was only to work around DAG stupidness
which hopefully was fixed in one of the previous commits.
From quick tests everything works fine, if something is broken now
poke me to find a proper solution.
It was some kind of workaround for DAG glitch in 2009
(commit hash 8c5c7ebb0) and according to the comment
was needed to make select outline show immediately.
After some tests it appears DAG behaves almost fine now
(just needed to make it so layer is flushed properly to
the set scene) and no reason to have rather confusing
call in the code.
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.
Reviewed By: moguri, nexyon, brecht
Differential Revision: http://developer.blender.org/D109
This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
Image empties don't actually support mipmaps right now, but the user preference
doubles as a way to disable any kind of interpolating in texture filter and just
show nearest neighbour filter, so for this is a bit more consistent.
Issue was actually that micrometer was not drawing correctly (from r58165), reverted that fix and instead use utf8 drawing for editmode metrics when using a unit system (we already had a similar hack for surfaces and volumes, anyway).
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces.
developers note:
- EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free
- EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index
- EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free
- ED_uv_element_get -> BM_uv_element_get
Would draw ellipsoid instead, which is not so useful and wrong when
used for rigid body collision shape visualization.
svn merge -r59887:59888 ^/branches/soc-2013-rigid_body_sim
Fixed OpenGL part: in draw_object, when object has some particle systems and none of them render the emitter, and display option is set to show only rendered objects, skip this object.
Note: Cycles matter I did not investigate, looks like a render-engine issue.
In fact, all curve objects were flipped in GLSL mode.
This is because of the way how normals are calculated
for them (inwards vs. outwards).
We might want to make normals consistent all over, but
that would be the bigger change. For ow just made some
tweaks to OpenGL setup.
Thanks Brecht for the review and tests!
Dirty normals already being checked in DerivedMesh.c,
and this things really rather be localized in one
single place than being checked all over the code.
Object.imat isn't always the inverse of Object.obmat, needs to be set before usage
as mentioned in DNA_object_types.h.
Thanks to Miika for tracking down the cause of this bug.