It is still possible to free a bit more memory by detecting buildin images
which are not used by shaders, but that's not going to improve memory usage
that much to bother about this now.
Such change brings peak memory usage from 4.1GB to 3.4GB when rendering
01_01_01_D layout scene from the Gooseberry project. Mainly because of
freeing memory used by rather huge environment map in the viewport.
Reviewers: campbellbarton, juicyfruit
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D1215
Seems like a fix that is needed for some X11 systems causes this bug on
others :| Not sure if the systems that needed this fix are now still
fine (since I did a slight change to the click type check procedure),
but I need to check that on my system in the institute in a bit.
This attribute is not really supported for volumes, so it get's converted to
constant 0 at shader compile time.
TODO: We should consider doing the same for tangent attribute in order to save
some annoying checks at tracing time.
Our own implementation is in fact the same performance as in fast_math from
OpenShadingLanguage, but implementation from fast_math is using explicit madd
function, which increases chance of compiler deciding to use intrinsics.
Just add KM_CLICK to the already sent KM_RELEASE, don't send a new one
for this.
This might help us to get rid of quite some glitches and workarounds \o/
(why didn't this come earlier to my mind? :S)
extruding
More practical description of the bug: extruding with ctrl to use
snapping and confirming the action added another extrusion to the mouse
position.
This was caused from the second event that is now sent if a key release
happens within the click timeout. It triggers the "Extrude to Cursor"
operator since it is called by CTRL+LMB wich is exactly the event that
is sent in this case.
I'm not totally happy with this workaround since it changes the Confirm/
Abort event for all transformation actions to key release which *might*
result in more conflicts (fingers crossed this isn't the case). If this
happens we might need to write some special transformation handling for
extrusion.
This is an example of the difficulties we get from loading too much
functions on the same keys - we need to be careful with that!
This patch is based on some work done in D788 and re-formulation from Beckmann
implementation in OpenShadingLanguage.
Skipping texture lookup helps a lot on GPUs where it's more expensive to access
texture memory than to do some extra calculation in threads.
CPU code still uses lookup-table based approach since this seems to be still
faster (at least on computers i've got access to).
This change gives about 2% speedup on BMW scene with GTX560TI.
It did not preserve stratification too well and lookup-table approach was
working much better. There are now also some more interesting forumlation
from Wenzel and OpenShadingLanguage which should work better than old code.
The character motion actuator local movement does not taking account of the object rotation.
It is necessary to rotate the motion vector before adding the local movement.
Reviewers: sybren, lordloki, moguri
Reviewed By: lordloki, moguri
Maniphest Tasks: T42709
Differential Revision: https://developer.blender.org/D1206
For KM_ANY I've filtered out every event that has a click type, although
that was only needed for the additional event sent on KM_HOLD. A bit weird
that this only happened on a few machines though.
After looking into this more carefully, I've found that we do in fact need a dedicate
operator to add some custom logic when trying to unlink an action from the editor/datablocks.
Specifically, this new operator does the following:
1) When in Tweak Mode, it shouldn't be possible to unlink the active action,
or else, everything turns to custard.
2) If the Action doesn't have any other users, the user should at least get
a warning that it is going to get lost.
3) We need a convenient way to exit Tweak Mode from the Action Editor
4) If none of the above apply, we can just unlink normally
This commit implements this for the Action Editor, with stubs for the NLA Editor too.
Those will be fixed next.
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
Only basic fix, the whole 'dir' field handling needs rework to correctly support
lib stuff (will be done as part of asset-experiment rewriting work)...
All this code is doing way too much filesystem inspection by itself, instead of
reusing flielist.c work - this is stupid, and will completely break with future
asset engines!
We now have a specific flag for that, use it! Note that for all 'search menu' buttons,
there is already a similar behavior, so there is no need to force apply butt in this case
anyway, which means in practice this change only has effect in the single place
it is needed currently - file browser dir/file fields.
In this case (dir field), applying button even on partial matches leads code
to ask to create a new dir, which breaks completely the expected behavior of
completion. And we do not need immediate apply at all here.
Note this is the only 'autocomplete' button not using search menu, so this change
does not affect anything else in UI.
When renaming animation channels, the old names are no longer drawn behind the
text boxes anymore. This used to cause problems if the names were long, or
if text boxes were set to have transparent backgrounds.
Thanks to kopias for reporting on IRC.
Made all action management operators use the AnimData-local flag instead of the scene
global one. Technically, this is more accurate and results in less blocking
situations (i.e. another object may be in tweakmode, but because of that, the active
object's action couldn't be stashed).
The main impetus for this though was that the Action Up/Down feature doesn't clear
the global flag, since it is not in a position to do so (since it can't load up
everything to clear it).
TODO:
I'll need to review how this global flag works and/or potentially ditch it (or
perhaps add some better ways to ensure that it stays valid), since while thinking
this over, I've noticed a few problems here. But, for the meantime, this commit
at least makes things more usable here in the short term.
It turned out that the constantly changing width of the datablock selector
made it a pain to use these to quickly toggle between different actions,
as the buttons would keep jumping around, thus leading to errors when
quickly toggling between actions. This way doesn't look quite as great,
but should be more usable.
Now marking NLA Tracks as Solo'd and muting the NLA stack are linked together
when using the Action Layer Up/Down tools. That is, when switching from a NLA strip
to the active action, if the track was solo'd, then the NLA stack will get muted;
and when switching from the active action to a NLA track, if the stack was muted,
the track will get solo'd. This linkage means that we ensure that when moving up
and down the stack, we can continue to check the actions in isolation without things
messing up when you switch to and from the active action.
Also fixed a bug where this wasn't getting applied when going in the other direction.
TODO:
- When we get the rest/reference track support, we're going to need to insert
some calls to flush the restpose values so that values from the previously
used action do not pollute the pose for the new action (if not all the
same controls get keyed across both). For now, it's best to only do this
switching from the first frame.
With this feature, it is now possible to quickly switch between different actions
stacked/stashed on top of each other in the NLA Stack without having to go to the
NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It
was specifically designed with Game Animation / Action Library workflows in mind,
but also helps layered animation workflows.
Usage:
Simply click on the up/down arrow buttons (between the action datablock selector
and the pushdown/stash buttons) to go to the action in the NLA Track above/below
the NLA Strip being whose action is being tweaked in the Action Editor.
Notes:
- These still work when you're not editing the action used by a NLA Strip.
If you're just animating a new action normally, it is possible to use the "down arrow"
to temporarily jump down to the previous action without losing the new action you're
working on, and then use the "up arrow" to get back to it once you're done checking
the other action(s).
- If there are multiple actions/strips on the same layer/track, then only the one
closest to the current frame will be used.
Added translation there, also fixed a stupid bug which was leading most internal
operators to have 'dual' i18n_context (default NULL one and default 'Operator' one).
Halo is not possible when using 'deep' buffer shadow - reflect that in UI.
When not using buffered shadows, switch lamp bufftype to 'regular' on render, as already
done with 'halfway' method.
A nice bug combining all the broken features of blender:
Particles, duplis and multiple scene dependencies.
Fortunately this was solvable: Basically, we need to
make sure derivedmesh for dupli instance is generated before
obmat is overriden. This also makes sense, since no instance
has "true" obmat apart from original. Lazy initialization of
derivedmesh just does not work here (or it -does- work but first
use should be before instance drawing).
Fingers crossed nothing else breaks after this...
This commit is an experiment exploring the relationship between the action
management buttons (i.e. action selector + pushdown/stash, and soon a few others)
and the filtering stuff (i.e. summary, only selected, etc.)
The old ordering meant that the filtering stuff was consistently in the same
place beside the mode selector, meaning that the order was "common stuff, then
editor specific stuff", this was not that great on smaller windows, where there
important stuff was often out of view.
This new order places greater emphasis on the parts which are likely to be more
important. It also allows us to have a better hierarchy/flow; this is especially
because we'll soon introduce a way to specify which datablock "level" the
action comes from, so going from "level -> action -> filters within action" will
make more sense.
sequencer.
Missing snap callback case. Quick patch is to use the sequencer specific
operator instead of generic translate. We really need to support proper
snap/snap options at some point though.
The function to get a list of markers was not clearing the list before it exited
early, and with no way to tell that the method failed, callers could make the
mistake of trusting that the list was now valid (i.e. either full of marker
frames or empty, vs being invalid)
From the various forum threads and the fact that a new addon has cropped up,
it appears that it is not that well known that this tool exists, and that it
can be used solve a very common problem that animators face. Namely:
When you've gone through blocking out your key poses and then realise
that you need to adjust parts of the rig which don't change much, this
tool solves the problem of needing to go through doing grunt-work to
fix all the other keyframes which now need to change as well.
So, this tool is now available in the following two places (in addition to
the existing Pose -> Propagate menu):
* Toolbar - The "Propagate" button will use the default mode (or the last
used mode for each subsequent invocation).
The arrow-button beside this will allow choosing between the different
modes. (NOTE: The UI team may have different thoughts on this, but,
let's give this a try for a while first, to see if this sort of thing works)
* Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose
which mode is used. Since this sort of thing is something that does
get run several times in a row when you need it, having this hotkey
will make it a bit more convenient.
This commit adds a new mode for the Propagate Pose tool. With this new option,
the Propagate Pose will copy the current pose over to all selected keyframes
after the current frame.
For reference, some of the other/existing options are: to copy it to each subsequent
keyframe with the same value (WHILE_HELD - the default), to the next keyframe,
or to the last keyframe.
When in Stroke Edit Mode, an indicator/warning message is now shown in the top-right
corner to make it easier to notice that operations will apply to Grease Pencil
strokes instead.
* Moved the context handling stuff into gpencil_utils.c
* Moved the datablock and layer operators out into their own file too. Again,
these weren't related to the other stuff that much
* Split the GPencil to Curves operator out into its own file (gpencil_convert.c).
This was quite a massive blob of code (48kb) that was not that related to the
other operators still in that file (gpencil_edit.c)
Caused by changes in 31e26bb83b. This makes it fall back to the old
method if we can't find a screen.
Patch is actually by @LazyDodo with minor edits by me.
This was more a cache issue. Images and Movies were having the same
problem, but they went unnoticed.
This is not an ideal solution, but it works decently enough. @psy-fi may
want to pitch in on that.
This argument was unused and got nicely optimized out. But once it
starts to be using registers are getting stressed really crazy,
causing slow down of render.
It's not that bad because this typo could only caused not really
efficient BVH traversal, causing higher render times. Not as if
it was causing render artifacts.
This works by using the distance in the x axis only (usually artists want to influence nearby
keyframes based on timing, not value). Tweaking handles is the same as tweaking
the central handle. It's a bit ambiguous if proportional editing is really meaningful
for handles but will leave that for artists to decide.
The issue has been here since we changed drawing code for meshes to use
vertex arrays instead of immediate mode when VBO was off. Basically we
should now always invalidate the GPU objects regardless of the VBO
setting in the preferences.
The bug has been there since 2.73 at least, but what made it apparent
now is that new version resets preferences and as an extension the VBO
flag.
Should be included in final 2.74 release
Typical error using '->next' member of a freed linked list item. A bit trickier
even here, since we have some recursion...
Trivial fix for nasty crasher, safe for 2.74 imho?
Way too many conflicts this time, and the last merge was less than 10
days ago! Sequencer was what changed the most (the proxy commits in
master) but I think the changes are all good in multiview now (I haven't
tested them, but the code seems fine).
Conflicts:
intern/cycles/blender/blender_camera.cpp
source/blender/blenkernel/BKE_sequencer.h
source/blender/blenkernel/BKE_writeavi.h
source/blender/blenkernel/BKE_writeffmpeg.h
source/blender/blenkernel/BKE_writeframeserver.h
source/blender/blenkernel/intern/sequencer.c
source/blender/blenkernel/intern/writeavi.c
source/blender/blenkernel/intern/writeffmpeg.c
source/blender/blenkernel/intern/writeframeserver.c
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/render/render_opengl.c
source/blender/editors/screen/screendump.c
source/blender/imbuf/intern/indexer.c
source/blender/makesrna/intern/rna_scene_api.c
source/blender/quicktime/apple/qtkit_export.m
source/blender/quicktime/quicktime_export.h
source/blender/render/intern/source/external_engine.c
source/blender/render/intern/source/pipeline.c
The return type of raise_exc_wheel() is bool, but the method return -1. The compiler will change the return type type to an int. This can cause some problems on 64bit systems.
Reviewers: lordloki, sybren
Reviewed By: lordloki, sybren
Differential Revision: https://developer.blender.org/D1204
It was an issue with what bounds to use for BVH node during construction.
Also corrected case when there are all 4 primitive types in the range and
also there're objects in the same range.
ATI driver does not like declaration of gl_FragColor and glFragData in
the same source file (even though only one of the two is ever
referenced), just use one of the two.
and on screen rendering.
Aaaaah, the beauty of driver implementations of OpenGL!
Turns out the problem here is that drivers calculate df/dy differently
in some cases (probably because OpenGL counts y reverse to how the
window system does, so drivers can get confused).
Fixed this for the ATI case based on info we have so far, there's also
the Intel case which will be handled separately (missing info on Intel's
renderer string etc).
Unfortunately we can't really fix this for the general case so we'll
have to haldle cases as they come in our tracker and by adding silly
string comparisons in our GPU initialization module <sigh>.
Still not ideal but getting closer. Main annoying thing so far is
dependency of Render structure for now. It is used to switch particles
to render mode and could probably also be eliminated.
* Insert Keyframe tool for Dopesheet/Graph Editors needed to be modified to
not try to resolve the paths for NLA Control Curves
* For now, the poll callback to get the "Active FCurve" also works when given
a NLA control curve. They're really the same in most cases, and this should
be fine until one of the channels does something funky.
* Clicking anywhere on the expander collapses it (like for the gpencil one)
* Deleting these curves works now (but has the side effect of turning off
the animated influence/time options too, as it is assumed that when those
are enabled there is a corresponding fcurve)
Using the standard "FCurve" animchannel type didn't work that well for
the control FCurves on NLA Strips, as the paths would not resolve correctly,
and the indentation was wrong. Also, there would likely be issues down the
track with applying NLA mapping. Hence, it's easier to just create a separate
type for this case, and adapt the rest of the code to also consider these (todo).
The "Nla Strip Controls" channel is used to house the per-strip
FCurves for controlling the strip_time and influence properties.
It sits above the active action's first group, at the same level
in the hierarchy as other groups.
TODO: It looks like a dedicated FCurve channel is needed for these
control FCurves, so that we won't accidentally apply NLA mapping
or have these FCurves disabled by the path lookups failing.
Reshuffled order that in which NLA Strip's F-Curves vs its automatic settings are
evaluated so that the automatic settings can always override the custom settings,
since it's not that easy to get things working correctly the other way around.
Logically, it makes sense that this parameter only gets used to describe the action
that the F-Curve actually belongs to (if it belongs to one). Otherwise, it should not
be set at all.
This commit implements proper evaluation + keyframing support for animating influence
and time on NLA Strips (among other properties) by resolving a few long standing issues
which prevented the original design for this from working.
The original design for animating these properties (and/or some of the other settings
on NLA Strips) is that NLA Strips actually have some of their own F-Curves that are
used for animating settings which will affect how they are evaluated. As seen in this
bug report, the alternative of having these animated as part of the stack (which the
strips work above/outside/on-top of) means that glitches can occur.
Although one of the original considerations for why this wasn't implemented earlier
was that introducing keyframes there isn't so clean cut, and causes UI design issues
for how we expose these via the animation editors for editing (NOTE: support for that
is still to come). Another concern is that this sets a precedent for how FModifiers
might get evaluated.
The "Layered" option for auto keyframing will create a new NLA strip if playback
reaches the end of the frame range and jumps back again. The idea is that instead
of overwriting the keyframes you've already made, it will make a new animation
layer. However, this does not work with the "Insert Available Only" option
(which can either be set in the User Prefs, or in the active keyingset), as that
option needs some existing FCurves to tell what it can insert keyframes into.
The "fix" here is to simply not show the offending button in situations where it
cannot be used!
When the active object had no shapekey data, trying to create a new action from the
Shape Keys mode of the DopeSheet would crash. The segfault here was a silly regression
caused by my earlier Action Stashing work.
However, the old (pre-Action Stashing) code here also wasn't that great either.
While it didn't crash, it would still silently create a new action, even if that
could not get assigned/used anywhere. To prevent both of these problems from
happening again, I've added additional null checks, as well as beefing up the poll
callback here to forbid keyframing
This inconsistency drove me totally crazy, it's really confusing
when it's inconsistent especially when you work on both Cycles and
Blender sides.
Shouldn;t cause merge PITA, it's whitespace changes only, Git should
be able to merge it nicely.
Previously makesrna would have generated code expecting DNA structure from
RNA_def_struct_sdna_from() to be passed to it. This was wrong because actual
PointerRNA points to a "parent" structure, making it impossible to add
functions to certain RNA structures.
It so far never needed and we didn't notice this issue, but it's needed for
some ongoing development now.
Input constants are to be connected before removing proxies,
otherwise node groups might give totally different result.
This is a regression and to be put into final release.
The functionality was got lost when new compositor system was landed
and it wasn't always clear what's causing the hicucps. Now it's nicely
reported to the stats line.
This is a new KX_GameObject attribute that it increments the
possibilities of optimization during the game
Additionally the unused m_bSuspendDynamics variable is removed.
Reviewers: moguri, agoose77, lordloki
Reviewed By: agoose77, lordloki
Subscribers: agoose77, lordloki
Differential Revision: https://developer.blender.org/D1091
For me, weird characters are drawn if IME is enabled but translation
is not set to a supported language.
Could become an utility function if needed later.
AFAIK a few IMEs were affected by this so I guess we can now add a
few more IMEs to the "officially supported" list.
Patch by @randon (thanks again!), minor edits by me.
There are two per-editor settings now, the Per-Strip setting (default)
and the Project setting.
The per strip setting basically uses the previous, per-strip options for
storing the proxies.
The project setting though will use a specified directory for -all-
proxies, or the blend file directory if no directory is given.
This reverts commit ec03ab021f.
Changing this since it looks like Mattieu does not really like the change.
Will be adding another way to tweak the directories
range and extra frames.
Issue here is that the movie backend would unconditionally use the start
frame of the scene instead of the preview frame. Solved by passing an
explicit "preview" argument.
Strictly speaking, the preview argument is part of the renderdata
struct, that is also passed to the code, but when rendering the final
result we want to unconditionally render the full range regardless of
the preview setting of the render structure.
However, OpenGL rendering does use the preview range so we need to
account for that when making those exports.
This is also a nice chance to correct the filenames, which still used
the full range.
Simply check and early return in case we have no source or destination items
(verts/edges/loops/polys) available...
Also, fix an assert in `BKE_mesh_calc_normals_poly()`, when called with no poly.
Basically same as 581afa9da3, but I guess we can assume that scopes added in future
to the image preview may also want to use the viewrect from the original ibuf.
Added some guards to prevent clumping to non existing particles. Also, adjusted threaded child path evaluation, so each child is evaluated once - previously virtual parents were done twice.
directory is used.
This is done by appending the name of the file as extra folder. Existing
projects may need to regenerate their proxies but it should be possible
now to have all proxies nicely in the same custom folder.
Next commits will include operators to copy directory settings between
selected strips, making the process faster.
Issue was caused by accident in c8a9a56 which not only disabled glossy
reflection if Glossy visibility is disabled, but also Diffuse reflection.
Quite safe and should go to final release branch.
Issue was caused by cycles in shader graph confusing it's
simplification stage. Now we're ignoring links which are
marked as invalid from blender side so we don't run into
such cycles and keep graph code simple.
Issue was introduced in 01ee21f where i didn't notice *_setup()
function only doing partial initialization, and some of parameters
are expected to be initialized by callee function.
This was hitting only some setups, so tests with benchmark scenes
didn't unleash issues. Now it should all be fine.
This is to go to the 2.74 branch and we actually might re-AHOY.
For some reason recent change in avoiding non-aligned eigen vectors
was behaving differently for cmake and scons. Made it a bit different
now by storing scalars. This is more robust approach anyway, because
it's not really guaranteed Mat.col() gives a pointer inside data,
depending on column-major vs. row-major storage.
This is to be backported to 2.74 branch.
Transformed 'OrientationHelper' class into 'orientation_helper_factory' function,
which returns an OrientationHelper customized class with specified default axes.
Internal change only,
use UI_BTYPE_SEARCH_MENU with an unlink flag instead.
They are really the same button type, one just happens to have the option to unlink.
This patch will update the 3D viewport if a word value has changed.
This patch does not depends on an other patch, but should applied after https://developer.blender.org/D151 otherwise the the word value viewport update is be slow.
Reviewers: brecht
Reviewed By: brecht
Subscribers: thelasthope, darkxiv
Differential Revision: https://developer.blender.org/D159
This patch can be used to remove the old world bge.render API if the new world API D157 is used.
If the new world API is applied we can remove the old API because the old has newer worked.
The patch keep the two old working methods for backward compatibility.
Reviewers: campbellbarton, moguri
Reviewed By: campbellbarton, moguri
Subscribers: brecht
Differential Revision: https://developer.blender.org/D158
This Patch will add a the world API (mist, background, ambient) to KX_WorldInfo.
The new API uses now attributes.
Reviewers: campbellbarton, moguri
Reviewed By: moguri
Subscribers: klauser, brecht
Differential Revision: https://developer.blender.org/D157
This patch will remove the BlenderWorldInfo and move the source into KX_WorldInfo.
Reviewers: brecht, moguri
Reviewed By: brecht, moguri
Differential Revision: https://developer.blender.org/D156
This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.
Reviewers: moguri, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D154
Code clean up for BGE world mist, background and global ambient color.
Move mist render update to BlenderWolrdInfo
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Differential Revision: https://developer.blender.org/D152
This patch will fix the world GLSL (mist, background, ambient) update for the BGE.
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Subscribers: panzergame
Differential Revision: https://developer.blender.org/D151
This patch fixes the world (mist, background, ambient) F-Curve for for the BGE.
Reviewers: moguri, brecht
Reviewed By: moguri, brecht
Differential Revision: https://developer.blender.org/D150
This patch adds the missing setMistType() and setMistIntensity() to the API
Reviewers: campbellbarton, brecht, moguri
Reviewed By: campbellbarton, brecht, moguri
Subscribers: campbellbarton, dingto
Differential Revision: https://developer.blender.org/D149
This patch fix the existing word API for mist and global ambient lighting.
Add deprecated message to disableMist()
Add setUseMist(enable).
Reviewers: dfelinto, campbellbarton, moguri
Reviewed By: moguri
Subscribers: solarlune, jta, brecht
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D148
mode.
Yes it will, because those modes stay active. So on user side, expose
depth of field option always (I don't see why not), but disable SSAO in
wireframe/bounding box mode. It is a known limitation that compositing
does not support antialiasing yet, but better give users some more
control.
This could be included in final release but it's not that serious
either.
340b76b42c
Reported by formerly Old_Demon on blenderartists.
Apparently this caused old files to lose their links to material sockets
(noob own mistake from inexperience with node system).
This should either be included in release with version checking being
set to version 2.73 and subversion 10, without tweaking the
BKE_blender.h file
OR
340b76b42c should be reverted for this
release.
Thanks to Lukas for checking this out.
Count line from beginning of the whole shader source instead of each
string sepatately since it helps with finding out the error line in most
tested platforms
Basically out of range could happen when opening files made in 2.72 when
the new icons for texture painting were added. Apparently some more
caution is needed here.
Fix T44007: Cycles Volumetrics: block artifacts with overlapping volumes
The issue was caused by uninitialized parameters of some closures, which
lead to unpredictable behavior of shader_merge_closures().
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.
Then, we have the following:
- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.
For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel
Reviewers: campbellbarton, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: nonamejuju, lordodin
Differential Revision: https://developer.blender.org/D957
This patch will add a physics constraints replication for group instances
(dupli group).
It also fix crashing when when a group instance is made from a linked
group instance and both are on the active layer.
Initial patch T31443 from moerdn (Martin Sell).
Reviewers: lordloki, sergof, moguri, sybren
Reviewed By: moguri, sybren
Differential Revision: https://developer.blender.org/D658
- Correct logic converting radius to view distance.
- Wasn't taking view-zoom into account converting lens to angle.
- Support framing the selection in the camera bounds (for camera locked views).
Add ED_view3d_radius_to_dist to handles these details.
Quite a few things wrong here:
* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
Is was possible that interface will be refreshed at thesame time
as render engine will start freeing render parts.
Not sure if we can get away without RW mutex here, seems we need
one way of synchronization or another..
Now mask animation is offset to start of strip, instead of staying at frame 1!
Warning: this may break existing files, in case some would be using (hacking around!)
current bad behavior...
Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.
Reviewers: dfelinto, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1174
* note: I tried passing b_combined_pass to the do_write_update_render_result() function
but b_rlay is created in do_write_update_render_tile, thus it's not the same that we have on run().
New 'strip' snapping was simply not computed in case of constrained transform, hence init
'0' value was used as frame offset in this case.
This commit reorganizes a bit that snapping, to keep it more 'confined' into `snapSequenceBounds()`
dedicated function. It still needs a minor hack (setting snapping mode to something else than
defualt `SCE_SNAP_MODE_INCREMENT`, to avoid this snapping to be called by contraint code).
Thanks to Antony for review and enhancements.
This fix should be backported to 2.74.
We could likely add much more, but those already covers basic behavior and should be able
to catch most errors when editing this code.
Also added some performances tests as well (timing ghash insert/lookup under heavy loads,
for different kinds of keys).
This patch is the root of the GHash rework, all other diff will be based on it:
Reduce average load from 3.0 to 0.75
----------------------------------
This is the big performance booster part, e.g. makes tracing a dyntopo stroke between 25% and 30% faster.
Not much to say about it, aside that it obviously increase memory footprint (about 25% - 30% too).
Add optional shrinking
----------------------------------
I.e. ghashes/gsets can now shrink their buckets array when you remove enough entries. This remains optional and OFF by default.
Add code to use masking instead of modulo
----------------------------------
Buckets indices are obtained from hashes by “reducing” the hash value into the valid bucket range. This can be done either by bit-masking, or using modulo operation.
The former is quicker, but requires real hashes, while the later is slower (average 10% impact on ghash operations) but can also be used as a 'fake' hashing on raw values, like e.g. indices.
In Blender currently not all ghash usages actually hash their keys, so we stick to modulo for now (masking is ifdef’ed out), we may however investigate the benefits of switching to masking with systematic very basic hashing later…
Add various missing API helpers
----------------------------------
I.e. a way to deep-copy a ghash/gset, and a way to (re-)reserve entries (i.e. manually grow or shrink the ghash after its creation).
Various code refactoring
----------------------------------
* Get rid of the 'hack' regarding ghash size when used as gset (it’s simpler and safer to have two structs defined here, and cast pointers as needed).
* Various re-shuffle and factorization in low-level internal code.
* Some work on hashing helpers, introducing some murmur2a-based hashing too.
Thanks a bunch to Campbell for the extensive review work. :)
Reviewers: sergey, campbellbarton
Subscribers: psy-fi, lukastoenne
Projects: #bf_blender
Maniphest Tasks: T43766
Differential Revision: https://developer.blender.org/D1178
This reverts commit 43e10a6853.
render_result.views is already taken into account whether the views are enabled,
if they can be rendered (e.g., Stereo mode shows only left and right) and when
multiview is off, it has a "" fallback view.
Leaving it as it was for the time being.
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.
People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.
Technical details:
This uses geometry shaders + instancing and is an adaptation of
techniques gathered from
http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt
TODOs:
* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.
That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.
Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1191
It was actually an old issue with wrong conversion happening for muted
nodes, which wasn't visible before memory optimization commit.
This is to be backported to the final release.
D1147 by @julien, with fixes/improvements
Duplicate bones where needed, otherwise use existing.
Keeps parent relations intact, can operate on parts of an armature.
This adds back rgb_to_grayscale,
not all color is managed or depends on the current loaded blend file's CM options.
Noted in comments that this is only to be used outside the CM pipeline.
off.
GPUs need a full tree of mipmaps up to dimension 1xn to work. This will
make it so for all imbufs but cost is negligible and it's unlikely that
something could break due to that.
The way we were getting diff to apply to vcos from target object was just bad!
Also, fixed another related issue - negated scale would be clamped to nearly zero,
now only consider absolute version of size (we do not care about its sign here anyway).
This should be backported to 2.74 (with previous commit too).
Bump result was passed to set_normal node and then set_node was connected
to all unconnected Normal inputs, including the one from original Bump
node, causing cycles.
use extra arg for IMB_ImBufFromStereo which used the first argument for both input and output.
also no need to use pointer-to-pointer in function body.
Using bool when we're asking yes/no questions such as whether some GPU
feature is supported.
Consolidated these simple functions into gpu_extensions.c and grouped
them in the header.
Const-ified some args where the functions don't modify the pointed-to
data.
Code here is a bit weird/simpler than GPU_draw, but we can reuse the API
here, albeit with a few restrictions (no high resolution, custom
filtering mode - which will probably get lost next time blender reloads
textures)
I talked with Francesco and Gabriel and we agreed that this mode was not needed.
(or rather, it would require a major hack in Blender UI to force redraw of everything all the time, which is overkill for something that would likely never get used).
Two areas of the BGE use a hard-coded 60 Hz as frame rate. However, this 60 Hz is just a default setting, and can be changed in the Blender interface.
This setting is now used instead of the hard-coded 60 Hz.
CcdPhysicsEnvironment::SetFixedTimeStep() is actually never called, as we don't even support a true fixed-timestep simulation.
This patch would reassign the relative of all keyblocks to the relative
of the deleted keyblock. And it fixes the misalignement of the index values
after the keyblock is deleted.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1176
When the multisegment profile joins two unbeveled edges, all in the same
plane, users desire that rather than the current behavior of linear
interpolation between those edges, the profile should curve.
This changes behavior to do that. The old behavior can be obtained
by setting the profile parameter to 0.25, if desired.
Added Shift + Tab for Snap and Ctrl + Shift + Tab for Snap Element Menu (consistent to
3D View)
NOTE: Exit Group is now Ctrl + Tab instead of Shift + Tab
I noticed our version code and subversion got out of sync in the past, maybe
that's what the issue was here.
Deleting the entries from the .xml makes it fall back to the default values.
Added a new "current_lod_level" property to the python api of
KX_GameObject. The property returns the current lod level of the game
object. The purpose of the property is activate logic routines only when
an object is at a certain lod-distance from the camera, avoiding to
separately recomputing the same distance in the logic script. Usage in
python script might look like:
owner = bge.logic.getCurrentController().owner
lod_level = owner.currentLodLevel
if lod_level == 0: ...do something
else: ... object might be too distant
Reviewers: dfelinto, kupoman, moguri
Reviewed By: kupoman, moguri
Subscribers: lordloki
Projects: #game_engine
Differential Revision: https://developer.blender.org/D978
overlay scene
GetGameObjectType is overwritten in KX_FontObject to differentiate a
font object into AddNodeReplicaObject function. Now, in this function,
we add fonts in the appropriate list.
Reviewers: campbellbarton, moguri, dfelinto, lordloki
Reviewed By: lordloki
Subscribers: lordloki
Projects: #game_logic, #game_engine
Differential Revision: https://developer.blender.org/D1130
The idea is pretty simple: instead of making temporary copy of all the
related custom data layers just pass the ownership from the DM to the
mesh.
This is really handy in cases when you've got DM which you need to
convert to Mesh datablock and wouldn't need that DM after conversion
anyway.
Foe example, render database conversion, exporters and even Modifier
Apply will benefit from this option.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1127
The purpose of this change is to add extra possibility to render engines and
export scripts to reduce peak memory footprint during their operation.
This new argument should be used with care since it'll leave mesh in not really
compatible with blender format, but it's ok to be used on temp meshes.
Unfortunately, it's hard to get scene where it'll show huge benefit because
in my tests with cycles peak memory is reached in MEM_printmemlist_stats().
However, in the file with sintel dragon it gives around 1gig of memory benefit
after removing the polys which would allow other heavy to compute stuff such as
hair (or even pointiness calculation) to not be a peak memory usage.
In any case, this change is nice to have IMO, and only means more parts of
scene export code should be optimized memory-wise.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1125
Issue this commit is addressed to is that particle system and particle modifier
will contain caches once derived mesh was requested and this cached data will
never be freed.
This could easily lead to unwanted memory peaks during synchronization stage
of rendering.
The idea is to have RNA function in object which would free caches which can't
be freed otherwise. This function is not intended to deal with derived final
since it might be used by other objects (for example by object with boolean
modifier).
This cache freeing is only happening in the background rendering and locked
interface rendering.
From quick tests with victor file this change reduces peak memory usage by
command line rendering by around 6% (1780MB vs. 1883MB). For rendering from
the interface it's about 12% (1763MB vs. 1998MB).
Reviewers: campbellbarton, lukastoenne
Differential Revision: https://developer.blender.org/D1121
This commit makes some preliminary fixes and tweaks aimed to make blender
compilable with C++11 feature set. This includes:
- Build system attribute to enable C++11 featureset.
It's for sure default OFF, but easy to enable to have a play around with
it and make sure all the stuff is compilable before we go C++11 for real.
- Changes in Compositor to use non-named cl_int structure fields.
This is because __STRICT_ANSI__ is defined by default by GCC and OpenCL
does not use named fields in this case.
- Changes to TYPE_CHECK() related on lack of typeof() in C++11
This uses decltype() instead with some trickery to make sure returned type
is not a reference.
- Changes for auto_ptr in Freestyle
This actually conditionally switches between auto_ptr and unique_ptr since
auto_ptr is deprecated in C++11. Seems to be not strictly needed but still
nice to be ready for such an update anyway/
This all based on changes form depsgraph_refactor branch apart from the weird
changes which were made in order to support MinGW compilation. Those parts of
change would need to be carefully reviewed again after official move to gcc49
in MinGW.
Tested on Linux with GCC-4.7 and Clang-3.5, other platforms are not tested and
likely needs some more tweaks.
Reviewers: campbellbarton, juicyfruit, mont29, lukastoenne, psy-fi, kjym3
Differential Revision: https://developer.blender.org/D1089
The issue was caused by missing relations between smoke domain and flow/source
objects. This happened because smoke's modifier only iterated base objects and
ignored cases when flow/source could be linked to scene via dupli-group and
does not have real base.
The same seems to be still needed for fluid and dynamic paint modifiers,
will do it as a separate commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1172
Currently, for animated textures we were allowing 16x16 tiles but we can reproduce 128 frames only.
Reviewers: moguri, sergey, campbellbarton
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1164
This patch avoids looping over bhead's linked list when looking up values by name.
Used during appaned and library loading.
Gives noticeable overall speedup loading files that used libraries. (nearly 2x on some Mango files)
The fix was really flacky, in terms during speed benchmarks i had
abort() in the fallback block to be sure it never runs in production
scenes, but that affected on the optimization as well. Without this
abort there's quite bad slowdown of 5-7% on the renders even tho
the Pleucker fallback was never run.
This is all weird and for now reverting the change which affects on
all the production scenes and will look into alternative fixes for
the original issue with precision loss on huge planes.
This reverts commit 9489205c5c.
This patch makes it possible for the user to select all supported compression types in OpenEXR 2.2
Discussion points:
- B44 is only defined for half's it compresses to a fixed representation of 44% of the halfs. We do currently not reflect in the UI that in the case of float32's it will be equal to compression = NONE
- ZIPS is single scanline zip and is supposed to be useful in cases where importing in Nuke happens.
- The new Dreamworks formats, are the worth exposing etc etc
Reviewers: campbellbarton, sergey
Reviewed By: sergey
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1050
This merges consecutive empty steps in the decoupled record function,
which can lead to fewer iterations in the scatter functions.
Only helps slightly though (1%), but doesn't hurt to have this.
Differential Revision: https://developer.blender.org/D873
Use multiple threads for building the MIS table, if the
resolution is higher than 512.
Also replace division by cdf_total, with a inverse multiplication by
cdf_total_inv. This gives further speedup.
On my Macbook (8 CPU threads) this improves the time to build the table:
Resolution 4096: From 0.16s to 0.03s
Resolution 8096: From 0.61s to 0.11s
This especially helps to reduce the scene update time, when tweaking world
shader while viewport rendering is running.
Patch by Sergey and myself.
Differential Revision: https://developer.blender.org/D1159
This is not limited to normal maps, it's just that normal maps cause a
mix of interleaved vertex arrays + non interleaved vertex arrays + GLSL,
which could confuse the GL. Possible explanation is that it may be
clobbering the vertex index of the shader somehow but this is difficult
to know without extensive tests and the Mac is needed by Francesco in
the morning :).
Do brute force solution instead, just force legacy drawing on Macs when
VBOs is off. On the plus side VBOs work fine, so we should be fine when
we update.
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
Forbid add quick fur operator from adding fur to objects in edit mode.
Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.
The smoke obstacle detection was using a maximum distance for BVH
checks to find mesh elements that define boundary cells in the grid.
This BVH test was using an arbitrary value of 0.6 cell units. It should
be `sqrt(3)*0.5` to account for the maximum possible distance of mesh
elements inside a cell. Otherwise some cells that should form the
boundary are not detected as such (no closest mesh element found inside
the radius), so you get gaps in the smoke obstacle.
The issue seems to be caused by the integer overflow. It's actually
still needed to investigate why exactly buffer contained such a huge
value, but the patch is still legit and seems to be solving the issue
just nicely.
The issue was caused by mismatch in how aligned triangles storage was
filled in during BVH construction and how it was used during rendering.
Basically, i was leaving uninitialized storage for triangles when
there was deformation motion blur detected for the mesh. Was likely
some sort of optimization, but in fact it's still possible that regular
triangles would be needed for rendering.
So now we're storing aligned storage for all triangle primitives and
only skipping motion triangles (the deformation motion blur flag from
mesh is now ignored).
This was a regression caused by attempts to fix T42844 and there were
some red-herrings which lead me to the wrong way to fix it. It's some
deeper issue than just interpolation offset, it's mainly how the node
resolution is being mapped to each other.
It could be actually a part of canvas awareness project..
Removed all references of deprecated texture shader. Also deleted
several lines of dead code.
Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.
Patch reviewed by Tamito Kajiyama (kjym3).
This is a regression introduced by rBd8b00a3bf5c1 (Freestyle: memory
consumption optimization in stroke rendering).
The issue was caused by uninitialized MPoly::mat_nr values. Before the
stroke rendering optimization, individual Freestyle strokes were
represented by distinct mesh objects, and thus MPoly::mat_nr was left
unset (i.e., was always zero). Now that the stroke rendering optimization
has been done and mesh objects may represent multiple strokes of different
materials, MPoly::mat_nr had to be properly set to the material index that
refers to the material of the poly face.
Now we have an helper that will generate local/global paths and ensure they are valid.
Note: We currently have no way to 'generate' a valid extension in these cases, so just
using raw (file-safe) ID name.
The scene was originally used to determine the suffices of the packed
image. This was only used when the packed image was a Stereo3D image,
and packed as PNG.
We now resort to the default suggested _L, _R suffices for this case.
screen.
Apparently the screen on the given file did not have a scene attached.
Not sure how this is possible exactly, but for now just guard against it
at load time by assigning default scene in that case.
It was only happening on 32bit platforms because of alignment
differences when allocating class.
Now got rid of copy of eigen matricies stored by value in the
residual block which solves aligment issues and should also
give some unmeasurable speedup.
This patch make it possible to export and import shadeless material.
Reviewers: sergey, sauraedron
Subscribers: sergey
Projects: #collada
Differential Revision: https://developer.blender.org/D1094
The issue was caused by AO operation reporting it's a color operation
(which means it's expected to output RGBA) but internally it's RGB
only in the render engine, which caused some memory to be uninitialized.
The issue was caused by numerical instability whrn having ray origin close to a huge
triangle, which could have aused bad ray distance check.
Watertight Woop intersection isn't really addressing such cases, it's dealing with
small triangles far away from the ray origin instead, so it's a bit tricky yo make
it working reliably.
While we're quite close to the release it's safer to do check in Pleaucker coordinates
if ray close to a huge triangle. Likely this additional check combined with some other
tweaks to the code doesn't cause measurable slowdown in the scenes tested here.
After the release we can play a bit more with this code in order to make it more
stable without Pleucker fallback.
Blender allows you to create a constraint without specifying its reference
object, even when the constraint requires such a reference. The BGE would
crash on this. This change simply ignores such a constraint.
Seems it's just another issue with the compiler, worked around by explicitly
telling not to inline some function.
In theory we can unify this with CPU, but we're quite close to the release
so better be safe than sorry.
We need to register the exception handler slightly differently here, as
well as adding DbgHelp as a library, but according to docs it should be
supported in recent Windows editions (Win XP included even).
We can try it first and revert if there are issues.
The issue was caused by particles using billboard distribution, which
requires either object to be specified or camera in the scene to be
existing.
This commit prevents backing from crash, but bake result might not be
totally expected because of the thing mentioned above.
as complicated as before cloth solver changes.
Still doesn't solve the collapsing cloth cube issue mentioned in T43406,
probably the bending springs work somewhat differently now.
Face islands furthest faces could face towards the center point when connected to sharp edges.
Now check the furthest edge of the furthest face, to test for face winding.
This was disabled during the course of hair dynamics work. The cloth
collision solution is based on a secondary velocity-only solver step.
While this approach is usable in general, the collision response
calculation still does not work well for hair meshes. Better contact
point generation is needed here (Bullet) and preferably an improved
solver for unilateral constraints.
* Strips in muted tracks are also drawn with dotted borders now to make it clearer
that they are not contributing.
TODO:
* Perhaps dotted should be used for protected, and opacity for muted instead?
* Do not make Action Stash Tracks or their strips active/selected
* Lock the track to prevent accidental editing/adding of other strips
* Prevent strips from being added into locked tracks by the pushdown operator.
This is mainly to prevent pushdown actions from getting into the stash tracks.
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.
Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
I'm still not sure which version is better, but I suspect that with the labels,
this might help users figure this out more than if they were just unlabelled
icon buttons...
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.
Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
toggle for the track containing the action in question. Playing back the NLA will
now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
while the "Solo" toggle is enabled.
Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
layered and stash workflows smoother. Examples include some tools to easily
switch between the different actions layers in the stack, as well as making it
easier to get out of tweakmode (and sync up the action lengths)
* Review and cleanup the behaviour of the "new" operator here to avoid the old
problems that users were running into
* After the next release - Implement the full Action Libraries functionality, with
ways to bridge the stashed strips over to a full-blown library.
The Solo and Mute functionality for the NLA system should really be mutually
exclusive features. They both affect whether a given track applies or not.
The only difference is that the Solo option mutes all the others, while the Mute
only does this on a per track basis.
Before this fix, muting a strip and then making it solo meant that the solo'd
track would not play at all, which isn't really what we want.
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
(Note for the uninitiated looking at the diffs: this is very much *not* what
you're probably thinking right now, if you're looking at the line in
act_new_exec())
* There was no real default value for this parameter (neither "" nor None would work the same as
not specifying that parameter). Now, 'None' is considered as default value, and you get
exact same behavior with this value and if not specifying it. This is important at least for
consistency, and potentially too in some esoteric cases (like generated code or so).
* Add a warning about the fact that 'default' parameter shall not be psecified when items
are given a callback function.
Own mistake in refactoring of `BLI_strncpy_wchar_as_utf8()`, if given size was exactly
the one needed, we'd lost last char (off-by-one error).
Many thanks to plasmasolutions (Thomas Beck) who found the issue and did
all the investigation work here!
This is still not so correct, to make it work we really have to do a
blurring pass based on the real coc (currently we are just blending 3
levels of blur)
`enforce_locks()` would reset weights of non-locked modified vgroups if it could not
find any other non-modified non-locked vgroup to 'distribute' weights into.
Sounds rather stupid, yet I hope I did not break something else, this code
is rather convoluted to say the least.
Side-reported by zeauro (ronan ducluzeau) in T43814, thanks!
Removed window arg from key conversion functions.
Removed processModifierKeys declaration since that function was
apparently never implemented.
Using Win32-specific classes instead of their generic superclass -- this
helps in a few cases like WinTab.
* m_hDC was always included after m_hWnd in all the constructors and other functions,
but the order was reversed in the struct, meaning that they would not get initialised
correctly
* Got rid of the gotos for the error handling case in initializeDrawingContext()
This was causing "jump to label ... crosses initialisation" errors for the calls
to get GL version string info (i.e. const char *vendor = ...; etc.) I wasn't sure
if those glGetString calls needed the rest of the context to be defined first, so
I decided to leave them where they are now, and got rid of the gotos (which were
making this particular piece of code a bit confusing) instead.
TODO:
There are still a bunch of warnings about around 660, which I haven't managed to solve
(but at least they won't prevent Blender from compiling)
narrowing conversion of '(stereoVisual ? 1063 : 1061)' from 'int' to
'DWORD {aka long unsigned int}' inside { } is ill-formed in C++11 [-Wnarrowing]
This patch fix two bugs related to CreateConstraint().
1. Disable linked collision only working with 6DoF constraints.
2. If all pivot axis rotations setted to zero the linked object disappears.
{F101374}
Reviewers: moguri, sybren, brita_, lordloki
Reviewed By: lordloki
Subscribers: p9ablo
Differential Revision: https://developer.blender.org/D704
Things here are simple, selected bone joint could have same priority as
unselected bone, so bone would always win. Gave joints a little more
priority than bones, usually user will be more precise just to select
the joint anyway.
frame start.
Issue here is that if we failed to get an image from the cache, we would
try to load from file. This would fail when the queried frame was less
than the animated sequence start frame, and invalidate the OK state of
the image.
Solution is that when loading from cache succeeds, we also reset the OK
state of the image for animated textures.
The fix might be relevant elsewhere too, but kept it isolated just in
case.
loading 'readline' module could crash blender if 'libedit' was already linked (via LLVM).
Workaround the problem for now since we don't even need readline,
a _real_ fix likely involves changing how LLVM or Python are built.
We need to use 'W' widechar variants of win funcs and convert wchar to utf8-encoded bytes
in those cases, sigh...
Note: theoritical fix only, need org reporter to test it...
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
Note: Sequencer still needs the same cleanup we did for Image/Movie
datablocks regarding the load functions.
The Sequencer code flow is very differnt than regular image I/O though. So
I'm leaving the sequencer cleanup for after I get the other suggested
changes implemented in the Image code (i.e., more separation be image
and Scene/RenderData).
New flag to determine if the image is or not a potential multiview
The flag is to be used in the UI while IMA_IS_MULTIIEW and IMA_IS_STEREO
are used internally when the image actually is a Multi-View image.
It is working now for Image Editor, Compositor, and even Image textures
(though the latter may be misleading since the rendering always take the
1st ibuf when it comes to textures - not that we can't shouldn't
implement that later).
Note: the idea of this operator is to quickly toggle fullscreen when
required by some stereo modes. At the moment it's showing the menu,
which is not useful, to be improved soon.
OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?
Two issues in this report:
* Shift-F key conflict between painting and selecting mirrored bone
(moved select mirrored to ctrl-shift-F)
* It was possible to display texture overlay in weight painting, even
though the mode does not support textures yet.
Naming here is slightly misleading. We have:
* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.
Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:
* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF refers to the number of integers in the selection buffer
Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
Was returning NULL, auto-completing:
bpy.types.Material.bl_rna.properties["type"].
Would crash, accessing 'default_flag', thanks to @lukastoenne for investigating.
This was still the known issue with pixel center, original commit didn't cover all the
cases by the looks of it.
Should be all fine now, but much more intense testing is welcome.
The following commits were supposed to add anti-alias and help with OSL
baking:
7b16fda3791b92dfa961
However they introduced other issues (artifacts mostly), see T43550 .
Leaving the code ifdef'ed for now.
Show World will now influence if world is rendered in opengl rendering.
This is a little undefined according to blender history, since sky used
to always be drawn when offscreen rendering, as if "Only Render" was
ticked. Since if we don't draw sky in that case there's no valid color
really (and using theme colors is not so nice) we just draw transparent
background.
internal api Consistency.
For the records, I suspect there are still a few cases of this. I found
this by chance (moving an object to a different layer), and I ran into
the previous one (fixed by Campbell) as well (by adding a cube).
Anyways, since it only happens when building with crash on asserts is
not a big issue. But by the time we change RNA to use bool instead of
int it would be nice to do a call for test to prevent those breaks.
patch number D706 with changes:
- WITH_GPU_DEBUG just creates a debug context (and enables the debug messaging
system functions) but leaves the checks we had intact. Old patch
added the debug functionality only if we had the flag on to save some
performance.
Rationale here is that we might not want to recompile blender just to get
the extra information, and having users start blender with a -d flag to
get the extra information is also useful for bug reports. Those checks already
existed and most expensive ones are hidden behind a debug mode check
so performance should not be that bad.
- Did some cleanup of existing functionality:
When things go wrong blender side, just print the error,
don't check for GL errors first.
- Did not port changes needed for GLES to regular glew.h
- Got rid of duplicate or very similar new functionality.
Generally, code is more moving things around/cleanup and should work exactly
as before apart from the debug context, so it's safe to add even now.
It also provides a nice substitute function for glu error descriptions
ED_area_data_swap would put the screen in an invalid state and crash.
(SpaceLink.spacetype didn't match ScrArea.type)
However behavior is still odd in the instance of the report.
`CustomData_bmesh_interp_n` was expecting the 'dest' arg not to have its offset applied.
This was a bit confusing since the source args have it applied,
and in some cases we only have the destination with the offset.
Fix for T43768
This way it works consistent with cloth, softbodys, etc.
Reviewers: lukastoenne
Differential Revision: https://developer.blender.org/D1134
Strokes containing only a single point are now drawn so that they respect the
pressure values too. Previously, they were getting drawn at a fixed size based
on the thickness of strokes. Thanks to @kekeljevic for posting a screenshot which
made the problem here easy to identify!
(On a side note: Perhaps it's a combination of the drivers I'm using, or the
multisampling goodness at work, but after applying this change, the dots are
now appearing as round circles as originally intended, and can also be scaled
up quite a bit too. And that's for 3D points which couldn't be affected like
this earlier! I'm not sure what's going on here, but whatever it is, I like it ;)
This attribute missed derivatives calculation.
Not totally sure what's the proper approach for algebraic derivative
calculation, so calculating them by definition. This isn't fastest
way to do it in this case and could be replaced with some smarter magic
in the wireframe calculation loop.
At least currently implemented approach is better than nothing.
It was complaining about explicit __constant to __private memory conversion,
which is now worked around using implicit conversion.
It's not a real fix i'm afraid and i'm still failing to build OpenCL kernel
with latest Linux drivers, but maybe it'll let someone else to investigate
what causes compiler to run out of memory?
Deleting an object was deleting all rigidbody constraints in the scene.
Bug was introduced with D701.
Reviewers: agoose77, sergof, moguri, lordloki, sybren
Reviewed By: lordloki, sybren
Subscribers: sybren, hbar, blueprintrandom, sergof, agoose77
Differential Revision: https://developer.blender.org/D1007
Issue was caused by the changes in 7b16fda which changed the initial
state for rng. This commit makes it so the same initial hash is used
(which solves the regression without distorting AA-looking image.
It also makes it so OpenCL compiler is happy about this code (before
this change it'll complain about trying to cast private variable to
global one).
We are now guarding against some divisions by small values.
There are still issues here but they are not on boundary faces
anymore so they must be related to some other issue such as
the triangle intersection test.
Previous text could make think this func was checking whether a point was
inside and on the face, while it actually checks whether the projection
of that point onto the face is inside its boundary...
There are more flags that trigger this assertion, so I want to discuss
an appropriate way to fix it before changing them all.
This reverts commit b1191e5caf.
rna_RenderSettings_use_game_engine_get() in rna_scene.c would return 0 or 2,
whereas the assertion in rna_access.c:1843 indicates that boolean values
should only be 0 or 1.
problematic (still!)
It seems due to floating point precision issues we have to account for
even more cases.
Added colinear check for one more triangle edge-vertex and assumed that
if no collision test is found then triangle is completely inside box.
Such cases are mostly from float precision not catching triangle just
outside bucket. Now tests are much better for simple tests (paint/flood
fill cube from ortho view, paint sphere), however there are still some
rare cases of stray pixels.
Ideally we should get rid of those temporary vectors anyway, but
it's not so trivial because of the alignment. For untl then we'll
just have a bit worse solution. This part of code is not the root
of the issue of memory spikes for now anyway.
But since we're getting rid of temporary memory earlier actual spike
is a bit smaller as now. For example in franck_sheep file it's now
5489.69MB vs. previously 5599.90MB.
Simple change: just get rid of intermediate data a bit earlier, before
final pixels array is being allocated. This gives around 30% of memory
save during light update (this is about 60meg in the frank sheep file
i'm using here).
This isn't really visible by artists a lot, because actual spike happens
on BVH construction. But it doesn't mean we shouldn't be accurate with
memory usage in other areas.
OpenCL doesn't let you to get address of vector components, which
is kinda annoying. On the other hand, maybe now compiler will have
more chances to optimize something out.
New Lock Z velocity parameter was added. This parameter avoid the micro-jumping.
By default it is actived except when you load an old file that it is deactived to keep former behaviour.
Additionally it was solved another issue related with the acceleration: That is the acceleration value was not taked into account and we had always the maximum linear velocity from the beginning of movement. Now the acceleration is taken into account until we reach the maximum velocity.
When you load an old file, the acceleration value is set to the maximum range (1000.f). This way we simulate a maximum velocity constant from the beginning of movement (former behaviour).
{F142195}
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D1074
We don't like when NULL is send to MEM_freeN(), but there was some
differences between lockfree and guarded allocators:
- Lockfree would have silently crash, in both release and debug modes
- Guarded allocator would have printed error message, abort in debug
but keep working in release build.
This commit makes lockfree allocator behavior to match guarded one.
Title pretty says it all actually. Can only briefly mention that we're
indeed entering that state when after applying some WIP patches having
much fuller statistics about memory usage would help giving exact memory
benefit.
Null check to verify that parent has a character controller. Otherwise (i.e empty) it will crash.
Reviewers: moguri, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1115
Move physicsid type to unsigned long long to avoid crashes on Windows 8.1 64bits.
Other systems also modified to put them inline with this solution.
Reviewers: dfelinto, brita_, moguri, juicyfruit, campbellbarton
Reviewed By: juicyfruit, campbellbarton
Subscribers: juicyfruit
Differential Revision: https://developer.blender.org/D1122
bounds indices of vertices.
Issue here is that if we copy edge customdata the MEdge data that were
previously written get overwritten, solution is to write indices and
flags last (probably writing flags is superfluous here).
This flag is global for all the sessions and never changes. so it doesn't
really make sense to pass it around to all sessions and synchronization
routines.
Switched to a static member of BlenderSession now, but it's probably more
logical to introduce some sort of BlenderGlobals. Doesn't currently worth
a hassle for a single boolean flag tho.
Adds bpy.app.sdl to expose SDL version information.
When SDL is not available on a Linux system, certain Blender features
are silently disabled (like joystick support in the BGE). This change
is the first step towards making it more obvious why something isn't
working.
SDL information is exposed to Python via bpy.app.sdl, in the same way
as OCIO and OIIO information is exposed.
Generated system-info.txt contains SDL loading method (linked or
dynamically loaded by Blender) and SDL version number.
Reviewed by: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1112
There was a problem with the copy/paste functionality, where it would be possible to
paste 3d strokes into 2D editors, or 2D strokes into the 3D view. The problem with
that though is that these will not show up, and because there's no feedback at the
time, users may end up doing this pasting several times.
It could have happened with really long rays and small steps.
Step size will be adjusted to the clamped number of steps in order
to preserve render result compatibility as much as possible.
We should probably reformulate this a bit, so it will give the
same looking results without step tweaks. But this new behavior
should already be much better that it was before.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).
This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
Real issue is that temp area used to draw modal filebrowser is never saved,
so non of UI 'edits' (like UIList resize, regions resize, panels reorder, etc.)
are ever saved. Should be addressed, but no time for that currently.
It is now possible to switch between drawing and erasing strokes when in
the modal "Continous Drawing" sessions. This makes the drawing experience
just a little more fluid, saving some unncessary steps to get out of
the editing mode to activate the intended tool.
TODO: Is there interest for tablet support for this too?
= Hide 3D Cursor in Paint Modes (with exceptions)
In paint modes, the 3D Cursor mostly is rather useless so it's more annoying than useful. This patch aims to hide the cursor in cases it's not used.
Included exceptions (cases where cursor is drawn in paint modes):
* Active object is in weight paint mode and a selected bone in pose mode can be found
* Clone brush (only if //Clone from paint slot// is disabled)
There might be more exceptions where the cursor should be shown in paint modes, but those are all I could find for now. Feel free to hint me for more.
Note: After D1110 was rejected, Campbell and me discussed this a bit more on IRC and agreed that this behaviour might be a good solution.
Reviewers: psy-fi, campbellbarton
Reviewed By: psy-fi, campbellbarton
Projects: #user_interface
Differential Revision: https://developer.blender.org/D1113
This reverts commit 4ca4f04c75.
Was running an fs-stat on redraw, on every file! (every mouse motion!).
Could become very slow on network-fs
also caused crash (T43631)
Our new guarded allocator implementation has much smaller memory
block size overhead and doesn't have any locks now. So in order
to make fuller track of what's happening in blender and avoid
confusion why certain circumstances reports much less memory than
others we'll now switch to guarded allocator.
This was actually one of the biggest reasons of the confusion in
the recent memory usage investigation. There's still some overhead
is happening due to non-freeing nature of arena allocator but the
things are not nearly as bad as they looked before: memory overhead
is measured in tens of megabytes, not hundreds as it looked before.
Plus with some smarter allocation policy we can almost eliminate this
overhead.
Did not had any issue on linux, but looks like on some windows can slow things as Hell.
Or maybe just the presence of some network FS?
Anyway, not a good idea, so now fsmenu entries' valid status is stored and only evaluated
on startup (reading of bookmarks & co) and when opening file browser (refresh, like
for system bookmarks).
background.
For SSAO supporting this is no problem, for DOF we would ideally do
blurred alpha, but alpha channel in blurred buffers is occupied by coc
field, so use original color alpha instead. It's not entirely correct
but it's better than nothing.
Not totally happy with this, but it's better than nothing for until
we've got real outlier detection. Also made it more cleat how exactly
filtering happens, so users don't expect something the operator is not
intended to do.
Support for user-defined customdata layers (named int, float, string
layers) was limited to polygon customdata. This is not accessible in
cycles because only tessfaces are used there. Furthermore the polygon
attributes were simply described as MeshFloatProperty, MeshIntProperty,
MeshStringProperty, omitting the distinction by element type.
The patch only adds vertex attributes so far. However, the code now
explicitly defines polygon and vertex attributes, so adding edges, loops
and tessfaces is much easier should the need arise.
Problem is that the RNA definition, which is already much more
complicated than the basic DNA/BKE definition of custom properties, now
becomes extremely bloated and cumbersome. A simpler solution would be
preferable but may not be possible within the constraints of RNA.
CMake 2.8 doesn't search /usr/include/SDL2, which is the include directory
for SDL 2.x on Ubuntu Linux (and possibly others). This results in SDL 1.2
headers being found when WITH_SDL_DYNLOAD=OFF, and our shipped SDL 2.0
headers when WITH_SDL_DYNLOAD=ON. This patch ensures that in both
cases the correct SDL headers are used.
Reviewers: sergey, campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1112
Could connect a pair of verts previously,
now connect all vertices along the path, running a second time closes the loop.
Can also be used for without faces to connect edges between selected points.
The issue was actually affecting all data types that are not regular CDLayer ones, since by default
DerivedMesh references mesh data (verts, edges, etc. - modifying custom normals often implies
modifying edges' sarpness too).
Modfying edge/face sharpness etc. could directly affect the mesh in this case, **bad**!
So we detect whether we are copying data types that may affect non-CDlayers data, and whether
verts array of org dm is same as mesh one - in which case we copy the DM. This avoids
useless copying in most cases.
Note Edit Normals was quite obviously suffering the same issue.
Many users have been requesting a way to remove unused datablocks from the file/session
"without closing and reopening" Blender (or at least that's the impression I'm getting).
This commit adds a new operator (exposed as the "Purge All" button in the header of
the "Orphaned Datablocks" mode in the Outliner, which seems to be the logical
place for this) for doing so. It does so by wrapping up the save and "revert"
(i.e. reload the saved file from disk, without needing to quit Blender) operators
along with a confirmation prompt for good measure.
Caveats:
* Ultimately, we still cannot really cleanly delete any datablocks from the current
session outright without reloading the file/data at some point. Thus, we do need
to reload the file again before it can be used.
* This does mean that this operation is irreversible. Notably, Undo history is lost
is doing this operation. Hence the warnings... (Then again, undo/redo actually
reloads the entire scene DB from memory, so it's not anything uncommon ;)
Other Notes:
* The addition of this operator brings this mode more into line with being a kind of
"Trashcan" place, with this new operator being the manual "Empty Trash" button.
If the "Orphaned Datablocks" name is too obscure, maybe we could rename this
mode to "Trash" or something similar?
When in "Orphaned Datablocks" mode, the restriction columns are used to display
usercount indicators and toggles to manage whether datablocks get saved or not.
* The first column shows an icon to indicate whether that datablock is going to get
saved. A tick indicates the datablock will be saved, while a cross indicates the
opposite. Clicking on this changes whether the datablock will get saved.
* The second column shows the usercount.
* The third column shows whether the datablock has a fake user.
Notes:
* The second and third columns are pretty much redundant (functionally speaking).
While it is possible to also toggle fake users by clicking in the third column,
its role here is more as information for power users (and hopefully to allow others
to connect the relationship between the saved/not saved status and fake users)
* I'm not sure whether the use of the X here for the "not saved" state stands out enough
to draw user's attention to items which are "in the danger zone".
Orphaned datablocks are those which have either:
* 0 users
* A "fake" user only
In the case of the former, they will be quietly discarded from the file on the next
save + reload. Hence, it is helpful to have a view where you can confirm which ones
fall into this category and might be worth saving.
We also include datablocks with a fake user only so that datablocks given a user
above can have that easily turned off again (in case the user makes a mistake).
Another benefit of showing these is that it become easier to remove fake users from
datablocks you no longer want retained without having to hunt for them.
Turned out that I misinterpreted the feature request, plus there are some
minor issues with the commit that would need to be corrected.
After all, I decided to just remove it again as it seems to not be really
useful for the users.
- all mathutils types
- only works on frozen data (so vectors can be used in sets/dict keys)
- uses same method as CPython, (matches hashing a tuple)
D1104 by @juicyfruit with own modifications
Due to changes in the way animation updates were handled,
BL_ArmatureObjects were no longer registering to KX_Scene as animated.
Moguri says: It might have been relying on the deformer update which
moved rom being called on every object in the render step. Now
armature deformers are only updated if they need to be.
Fix T42919 & Fix T42218
The workaround for generated texture coordinates is to be done before
calculating number of elements for attribute, otherwise counter wouldn't
include those attributes.
The idea behind the change is to pre-allocate attribute arrays in advance,
which avoids re-allocation of arrays later for each of meshes being handled.
This reduces peak memory used by Cycles database from 1.3G to 0.9G for
victor.blend from Gooseberry.
It doesn't mean every file will benefit from this change since peak memory
usage is happening in the different places of the rendering code.
Also, unfortunately, attributes export might not cause the peak of render
preparation stage. That said, it's actually object_to_mesh() which causes
the memory to peak in the same test file. So we really need to optimize that
part first in order to get visible results for artists. But in any case it's
now quite easy to track hotspots in Cycles itself which is good.
It's actually a bad level call, but it's inside ifdef block and disabled by
default and only intended to be used for development purposes.
Main idea of this change is to combine statistics coming from Cycles and
Blender during scene synchronization step, to see if further changes are
actually reducing memory footprint.
The method is called vector::free_memory(). Use with care since it'll invalidate
all the pointers to vector memory, all iterators and so on.
Currently unused, but might become handy when clearing unused data.
The commit implements a guarded allocator which can be used by STL classes
such as vectors, maps and so on. This allocator will keep track of current
and peak memory usage which then can be queried.
New code for allocator is only active when building Cycles with debug flag
(WITH_CYCLES_DEBUG) and doesn't distort regular builds too much.
Additionally now we're using own subclass of std::vector which allows us
to implement shrink_to_fit() method which would ensure capacity of the
vector is as big as it should be (without this making vector smaller will
still use all previous memory allocated).
This replaces our own implementation of aligned malloc with system calls,
which depends on which operation system you're on.
This is probably really minor noticeable change, but in the same time it
might reduce amount of wasted memory.
This reverts the change made in 8872cba7e9
which was contributing to actions being lost in some cases [1], even when
they were assigned to those actuaters, which needed them to be able to
function. Now there's one less case where users are needed but were missing :)
Note that this still doesn't solve the core issue where nothing is responsible
for associating actions created for a particular datablock (and not currently
being used in its active action slot, or in the NLA stack) with that datablock.
That issue is the cause of most action disappearances as well as for other problems
(such as renaming bones being unable to fix unreferenced/unused actions) where there
are diifferences between users' mental models and the data model. Proper fixes are
coming soon (restoring fake users here isn't a proper fix, as it only masks the
fundamental mismatch/problem here).
[1] http://blenderartists.org/forum/showthread.php?357021-BGE-loses-actions
It's really handy to have blender linked against jemalloc because of
much better memory fragmentation handling by that library.
To be noted: if jemalloc library is not found it'll be disabled with
message about that, no compilation error should happen.
This way both BLI_assert() and abort() called directly shouldn't
leave any files in the temp folder.
Previously it was really possible to have gadzillions of files
left over because of assert failures and debug aborts during the
development process.
Draw the grid last with depth masking disabled. That should have no ill
effects otherwise as far as I can tell except from some exceptional
cases (axis lines over grid) but this is hardly annoying.
Generally to properly solve such issues we need to have a better render
pipeline with wire objects/materials being drawn after compositing. This
is not impossible but for now doing it the simple way.
Yes, for me tablets (both wacom and no-name) were again broken - curse X11!
So now, we want ButtonPress, Button1Motion does not work anymore...
Anyway, this patch makes things much cleaner, storing each event type
in its own variable!
Patch by cedricp (Cédric PAILLE) from T43367, thanks a bunch!
Originally the files are coming from ancient early-2.4x epoch, but in
theory such setups might have been re-saved multiple times already with
more recent blender versions.
So the verisoning code is applied on all the files, including very
recent ones.
Bumped subversion, because this check si not really cheap.
We make sure that good values are passed to GetPolygon() and we check that the visual mesh doesn't have a wrong displacement when it passes over a object which has a mesh triangle as compound bound.
Reviewers: dfelinto, sergof, agoose77, moguri
Reviewed By: moguri
Subscribers: agoose77
Differential Revision: https://developer.blender.org/D979
The translation and rotation locks subpanel was not used by dynamic physics type to avoid inestability in the application of forces and/or torques. Therefore it is better to remove it from UI (for dynamics) to avoid misunderstandings.
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: panzergame
Differential Revision: https://developer.blender.org/D1090
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.
Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.
Off screen rendering will use the settings of the current camera.
WIP documentation can be found here:
http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
This was rather annoying, since if you were script-editing a .blend file in background
mode, opened through this commandline option system, and wanted to save over,
a mere `bpy.ops.wm.save_mainfile()` *would not* overwrite expected file,
but instead write/replace the dummy `untitled.blend` one!
This feature has been totally broken for a long time. It was added
originally because negative frames were not supported.
Giving simulations (cloth and others) time to settle before animation
starts needs to be solved in a much better and more generic way.
As brought up in T43595, the Grease Pencil layers list could sometimes end up
taking up too much space when there are no layers. Another issue raised there
was that the up/down buttons are redundant when there is only a single layer.
This commit makes some changes to get these a bit more compact for the case where
you have an empty GPencil datablock left over from previous work.
I still need to do the same treatment for image_load_movie_file()
(and potentially for image_load_sequence_file() I have to check if it's
also the case)
Some of the image loading routines in the sequencer could have this
treatment as well.
Also I think that the whole:
"image is an ID block which might be used by multiple users. it should be
self-contained in terms what it is."
Is not a problem anymore. But I need to dig further, because I don't
remmeber if we are using ImageView elsewhere or not.
(aka the typo fix commit in master, just to prevent having to solve this
conflict if someone else had fixed this first ;)
Conflicts:
source/blender/blenkernel/intern/sequencer.c
The conflict solving included a change in openexr_api.cpp (to have
COMBINED always on head) that I'm not sure I should go ahead with.
So this little bit may be reverted later.
Conflicts:
intern/cycles/blender/blender_camera.cpp
source/blender/blenkernel/BKE_sequencer.h
source/blender/blenkernel/intern/image.c
source/blender/blenkernel/intern/sequencer.c
source/blender/blenkernel/intern/writeframeserver.c
source/blender/editors/include/ED_view3d.h
source/blender/editors/sculpt_paint/paint_image_proj.c
source/blender/editors/space_sequencer/sequencer_edit.c
source/blender/imbuf/IMB_imbuf_types.h
source/blender/imbuf/intern/openexr/openexr_api.cpp
source/blender/makesdna/DNA_image_types.h
source/blender/makesrna/intern/rna_image.c
source/blender/render/intern/source/render_result.c
source/blender/windowmanager/intern/wm_files.c
Proxies in the Sequencer are fully working with Multiview.
The code can be cleaned up a bit, but at least it's entirely functional.
Note, for images we generate one proxy image per view (per frame), while
for movies we generate one proxy movie per movie (so an anaglyph movie
will generate only one proxy).
Tested cases:
* Image sequence - mono
* Image sequence - 3d top-bottom encoded
* Image sequence - 3d left-right pair
* Movie sequence - mono
* Movie sequence - 3d top-bottom encoded
* Movie sequence - 3d left-right pair
everything static)
You can now export individual streams of videos (e.g., Movie_L.mov,
Movie_R.mov) safely! =)
Before that not only were the names clashing (as I initially thought)
but in fact the whole video streaming was mixed up (when you had to
export more than one video simultaneously).
The way to solve this is to *stop* using static elements and to create a
context to store the current movie data.
This commits involves a lot of changes, but I believe things are working
well. In fact the way I was handling MovieHandler was wrong (creating
arrays and all that), so I'm really glad I got to this.
Note: I couldn't test Frameserver, in fact test with the general codecs
(using multiview or not) are appreciated.
Thanks for Sergey Sharybin for the suggestions that lead to this
solution.
Before if we exported (from anywhere) videos in the Individual Views
format the _L and _R videos would have the same name. Not anymore.
This was required before I finish the support for Movie proxies in the
sequencer. Or maybe not required, but at least related, and I wanted to
get this over with before finish up the proxies anyways.
Big Important Note:
===================
This is still not working for video formats that rely on the
writeffmpeg.c file. (not that I tested the other formats, but I know
it's breaking with MPEG + Quickime + H.264.
The code in that file uses a lot of statics, and they make it impossible
to writei two movies simultaneously.
That may be why we don't have an option to export videos from the 'File
Output' compositor node.
I thought about two ways of going around that:
1) do something similar with how we handle Render structs, so instead of
having one static of each property we store a whole struct in a listbase
and populate it with the needed elements.
2) we quit using static elements and pass a custom struct to the
mh.* functions (start_movie, append_movie, ...). And we store this
struct in the mf struct.
Tested: mono, top-bottom and individual views (_L, _R) image sequences
We are creating a proxy file for each individual view, even when the
image is 3D encoded (e.g., a top-bottom image will generate 2 proxy
files).
On-going Development Notes:
1) 3D Movies relying on individual files (_R, _L) are not generating the
proxies correctly at the moment (probably due to name clashing and the
fact that movie names are handled depth inside the code - which is a
known cause for another issue to be fixed when the user tries to export
a movie animation in the Invidual Views mode).
2) At the moment we are looping over all possible available views,
instead of getting from the current Sequencer. We should probably change
that.
Comments by Sergey Sharybin:
* If packedFile becomes NULL for some and ima->packedfiles has still
elements this sounds like a horrible error happened somewhere.
* If anims has items then the image is an animation. Imagine situation
when you load movie file in image editor, save .blend file, then
remove the movie file and re-load the file. Seems this case should be
considered image is an animation i guess.
* Remove double promotion as suggested on review
* Remove extra space and lines in python file
* Undo unecessary change in BKE_camera_object_dof_distance
* Rename stereo_3d operator to set_stereo_3d
* Remove unused variable in python
* Remove unecessary include
Sequencer core todos:
====================
* Check on proxies
* I may need a permanent flag to indicate something is multiview/stereo,
to prevent overhead on rendering uncached. That should also prevent:
* Fix issue of mono-videos (when in multiview) not showing a valid view
for all the views.
* Add multiview option to rna_sequencer_api add_movie_strip
* (optional) Remove duplicate code of creating anims for all views
* Test, Test, Test
What is working:
* To load a movie and have it load all the respective views/files
* To load a movie and set it to be loaded as Stereo 3D
What is not working:
* Proxies
* Some parts relative to re-loading
* 2 // XXX MV SEQ MOV where we are still using seq->anim
Note: there is a bug when you render the image and try to render another frame. It seems like a lock problem (blender just hangs).
So as with anything else in this branch do not use it with production files that you have no backup.
Basically the issue was that rr was being freed and re-allocated inside
the BKE_sequencer_give_ibuf() function - more specifically after
RE_InitState() calls render_result_free().
Thanks to Jens Verwiebe for the help in cross-debug this.
Rendering crashes after a few attempts (or a few frames when rendering a
sequencer). It seems memory related.
The overall problem is that the re->result is not consistent across the
entire render session it seems. Still investigating.
Note: this also includes some house-keeping in the image_buttons.c to
handle the recent changes in the file.
Conflicts:
release/datafiles/locale
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/space_image/image_buttons.c
What works:
* Scene strips.
* Any non-image strips.
What doesn't work well:
* OpenGL Render (and preview) from sequencer is buggy (it doesn't use
the correct camera shift). It's particularly bad for Stereo 3D.
* Right now there is no way of previewing only a view (e.g., left)
in a way it's the same we do with the Compositor backdrop.
What doesn't work yet:
* Any image or movie strip (they work as mono at the moment).
This may not be clear enough, and I still want to run this by Francesco Siddi. But basically the idea here is that when using the Multi-View option you should only get the option to see the "Stereo 3D" (when there is a left and right cameras) or the "views" which is the current selected view
This also includes:
* Unification of the view_matrix and model_matrix functions.
* Fix for Toe-in formula
* Fix for viewport bug when camera scale was not uniform
(and some code shuffling around)
Note: the only part of save_image_doit that is not fully ok is when the
user save a stereo encoded format (e.g., Anaglyph) and has the 'save as
copy' option unchecked. Personally I think we shouldn't support this
combination (user looses data this way), or we should re-load the image
(which is not nice if the format is lossly like jpeg).
Note: since the view_id -> viewname change the render in cycles saves
both views to the same view. So this commit gets Cycles to work with the
new method for getting the camera matrices BUT it doesn't address this
other problem.
option for Multilayer OpenEXR and remove unused code, general cleanup
Note: I removed the function that allowed to save Multipart OpenEXR.
We are sticking to single part OpenEXR to be in compliance with OpenEXR
1.x
This allow the users to change the stereo type after loading the image (in case the wrong encoding was wrongly pick)
Note: we do not let the user change between stereo and views after loading
Note: I need to go over this function again to see if I'm handling the
'save as copy' == false correctly. If the image is saved to a
destructive format, in that case we should change the current image (and
I'm almost sure I overlooked that).
This function can likely be simplified as well now that I'm more
comfortable with the whole image pipeline.
Notes:
* This will pack multiple images if the format is R_IMF_VIEWS_INDIVIDUAL
* When packing as PNG we convert the views_format to R_IMF_VIEWS_INDIVIDUAL
* Technically we could use the same principle to pack a sequence of images (with some changes of course, since this approach relies on ImageView
This is supported at the moment for single-layer formats only. It works
fine though. The user must be aware that some formats are
highly-destructive and won't never be recovered 1:1 (e.g., interlace and
anaglyph)
Idea poll:
When in stereo mode you paint we paint to both buffers at the same time,
however the brush should get an offset parameter (pixel separation) that would
allow the user to paint in depth.
The brush 'icon' (the circle thing) could also be drawn with this
offset.
Bonus: make grease pencil (View mode) do the same thing. Basicaly we can
add a 'viewoffset' property to each line and use it at drawing time (no
idea of GPencil code, just speculating).
When multiview is not used the filepath is as usual (e.g., Image.jpg).
When multiview is on, even if only one view is enabled the view is incorporated
into the file name (e.g., Image_L.jpg). That allows for the user to re-render
individual images.
This was is partly from the original code review round. At that time
Brecht Van Lommel suggested using names for the API instead of integers
(as we do for RenderLayers). I went a bit further and changed *most* of
the code to use strings.
The only parts that still use view_id are the ones closely related to UserImage.
That simplify the code and should make the code easier to understand,
review and maintain.
I tested many (if not all) of the supported areas, and apparently things
are working. But given the size of the intervention I wouldn't be
surprised if something stopped working, so please report.
OpenGL Preview Export is working for still images, and not breaking for sequencer, movie, ...
That includes some refactoring to unify the code of render_opengl.c and
pipeline.c (the part related to saving).
Next tasks:
* Get it to work for the movie opengl preview
* Get the sequencer 3dview preview to show in stereo
* Get the sequencer OpenGL still/movie to export in stereo
This is doable, but again it is a lot of work for something that probably no one will use.
I do not know why I even coded multlayer+stereo output for regular rendering and image editor :|
I will see, maybe I implement that later, but just do not want to bother with this now.
Multiview now also working when used for the individual inputs. Multiview with multiple layers was already working.
Only remaining bit to work is Multilayer + StereoOutput
File output working for stereo output
(so each individual input can be outputted as a separated stereo format)
Not supported at the moment:
* Multilayer + stereo output
Not fully working (though it should):
* Multiview
individually and see the updates) and viewer node fully working.
SplitViewer Node on the other hand is not working :| not sure why yet.
But apart from SplitViewer and the FileOutput node (easy fix, I'll work
on it shortly), the compositor should be fully functional for
multiview.
Note: the one remaining bit that has to be addressed in compositor is
the re-runs (e.g., when you adjust a node).
I also suspect that multiple viewer nodes are a problem at the moment,
but I believe it's related to the re-run problem. Which then should be
re-visited once re-run is fixed.
* creating float buffers for new viewer
* give correct view count when using basic stereo
* update image when changing menu
* only get rid of old cache when needed
* crash when using backdrop
We now do stereo-magic to ALL layers of multilayers.
The only remaining part of stereo output is for videos when saved with
individual views (the naming scheme at the moment is handled inside the
movie code), to be tackled later (TODO).
This fix is a worka around (I duplicate the ImBuf) to prevent locking
due to both buffers being related to the same element (LOCK_VIEWER).
That's an issue exclusive of rendered images (it wasn't happening for
MultiView EXRs).
To render/animate the scene directly to stereo output is not possible at
the moment. Only saving from Image Editor has it fully supported.
Now there is a new menu to let the user pick whether to export the image as Individual images, or as Stereo 3D.
The only mode currently working is Anaglyph (and it goes better with RGBA output).
It includes a big refactor of my original approach to save_image_doit
I'm wait to decide the best design with Sergey before implementing the other modes (and finishing anaglyph to handle all cases, spaces).
Note to self, go over the code and try to find other cases when I used BLI_snprintf to make sure I didnt use the same string as source and dest (it works in OSX, but not in Linux)
That now means the D operator (stereo_toggle) can also be used to change
the stereo display settings of the current 'window'.
The 'toggle' part is currently not entirely functional because among
other things I still need to integrate the fullscreen editor operator in
the branch, so it can be integrated in this operator too.
This is advanced, but only advanced users should be needing multiple
displays to work in 3d (and those users can add their own shortcuts for
that, if we document it all well).
Same goes for pie-menus, we have approximately ten 3d modes, the mode
switch could very well fit in a pie-menu.
If a new file is loaded with 'Load UI' it will re-set the 'stereo
display' settings to the user preference ones. Otherwise it will keep
the windows to be whatever they were. So although the
wmWindow.stereo_display is saved in the file, it's never used.
(removed the multiview splashscreen as well to prevent future issues and
not to increase the git repo size by much)
Conflicts:
release/datafiles/splash.png
source/blender/blenloader/intern/versioning_270.c
source/blender/makesdna/DNA_scene_types.h
source/blender/makesrna/intern/rna_scene.c
source/blender/makesrna/intern/rna_userdef.c
source/blender/render/intern/include/render_types.h
source/blender/render/intern/source/pipeline.c
source/blender/windowmanager/intern/wm_draw.c
settings when changing image
Before you may get no update when changing images. Now it makes sure the
passtype, view, ... is always valid for the current image (otherwise it
fallbacks to default).
I'm now duplicating the main camera memory instead of adding it in
bmain, same for camera datablock. This way the left and right cameras
are entirely invisible to the user.
Note: as of now this is creating multiple camera datablocks (and
unlinked objects) in the scene. I tried freeing them in the
render_free_stereo() routine, but it only set usercount to zero (so they
are still visible) and I get a crash when I leave Blender.
* showing 3d only when image is 3d and show 3d is on
* improve logic in 3dview to only handle 3d when in camera
* setting show_stereo as default mode for image editor
* image and Imageuser flags re-arranged
* image IMA_IS_STEREO flag set when opening image =)
* missing: rendered image needs to be tagged as IMA_IS_STEREO too
* also in some cases I need to force to see a different render layer to
get everything working
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
preferences)
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
render pipeline
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
This is part of the multiview rebase from a github to git.blender.org
repository. The rebase was made based on file areas, so build is likely
broken in some of those parts, but it bulds fine in the end.
The documentation and sample files were removed and now live in:
https://github.com/dfelinto/multiview-samples
The original git history can be found in:
https://github.com/dfelinto/blender/tree/multiview-pre-b3d
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Original design made in contribution with Francesco Siddi
Original branch and design partially reviewed by Brecht Van Lommel
2014-05-10 15:01:20 -03:00
1327 changed files with 43219 additions and 19015 deletions
@@ -200,7 +200,8 @@ mark_as_advanced(WITH_PYTHON_SECURITY) # some distributions see this as a secur
set(WITH_PYTHON_SECURITYONCACHEBOOL"ON"FORCE)# temp force on.
option(WITH_PYTHON_SAFETY"Enable internal API error checking to track invalid data to prevent crash on access (at the expense of some effeciency, only enable for development)."OFF)
option(WITH_PYTHON_MODULE"Enable building as a python module which runs without a user interface, like running regular blender in background mode (experimental, only enable for development)"OFF)
mark_as_advanced(WITH_PYTHON_SAFETY)
option(WITH_PYTHON_MODULE"Enable building as a python module which runs without a user interface, like running regular blender in background mode (experimental, only enable for development), installs to PYTHON_SITE_PACKAGES (or CMAKE_INSTALL_PREFIX if WITH_INSTALL_PORTABLE is enabled)."OFF)
if(APPLE)
option(WITH_PYTHON_FRAMEWORK"Enable building using the Python available in the framework (OSX only)"OFF)
endif()
@@ -260,6 +261,10 @@ endif()
# (unix defaults to System OpenJPEG On)
option(WITH_SYSTEM_OPENJPEG"Use the operating systems OpenJPEG library"OFF)
if(UNIXANDNOTAPPLE)
option(WITH_SYSTEM_EIGEN3"Use the systems Eigen3 library"OFF)
@@ -78,6 +78,12 @@ base class --- :class:`SCA_IObject`
The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
..attribute:: isSuspendDynamics
The object's dynamic state (read-only).
:type:boolean
..attribute:: linearDamping
The object's linear damping, also known as translational damping. Can be set simultaneously with angular damping using the :py:meth:`setDamping` method.
@@ -145,13 +151,13 @@ base class --- :class:`SCA_IObject`
..attribute:: groupMembers
Returns the list of group members if the object is a group object, otherwise None is returned.
Returns the list of group members if the object is a group object (dupli group instance), otherwise None is returned.
:type::class:`CListValue` of :class:`KX_GameObject` or None
..attribute:: groupObject
Returns the group object that the object belongs to or None if the object is not part of a group.
Returns the group object (dupli group instance) that the object belongs to or None if the object is not part of a group.
:type::class:`KX_GameObject` or None
@@ -432,6 +438,12 @@ base class --- :class:`SCA_IObject`
If true, the object's and children's debug properties will be displayed on screen.
:type:boolean
..attribute:: currentLodLevel
The index of the level of detail (LOD) currently used by this object (read-only).
@@ -8,19 +8,17 @@ This module wraps OpenGL constants and functions, making them available from
within Blender Python.
The complete list can be retrieved from the module itself, by listing its
contents: dir(bgl). A simple search on the net can point to more
contents: dir(bgl). A simple search on the web can point to more
than enough material to teach OpenGL programming, from books to many
collections of tutorials.
The "red book": "I{OpenGL Programming Guide: The Official Guide to Learning
OpenGL}" and the online NeHe tutorials are two of the best resources.
Here is a comprehensive `list of books <http://www.opengl.org/documentation/books/>`_ (non free). The `arcsynthesis tutorials <http://www.arcsynthesis.org/gltut/>`_ is one of the best resources to learn modern OpenGL and `g-truc <http://www.g-truc.net/post-tech-content-sample.html>`_ offers a set of extensive examples, including advanced features.
..note::
You can use the :class:`Image` type to load and set textures.
See :class:`Image.gl_load` and :class:`Image.gl_load`,
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