Clément Foucault fclem
  • I'm pixel pusher.

  • Joined on 2014-07-09
072429a2e6 Merge branch 'main' into fix_107038_add_anti_aliasing_to_transform_constraints
3298c61d1f Deps: Updating to Open PGL 0.5.0
ca00cb5470 Cleanup: format
d145dfdae0 Fix #107443 movie clip fails to load
2d2f4d9d28 Cleanup: Rename StrokeCache.original to .accum
Compare 39 commits »
Clément Foucault approved blender/blender#107464 2023-04-29 21:55:23 +02:00
Realtime Compositor: Implement Mask node

The patch looks good. I would still recommend to split the enum renaming to main first. But that's a bit nitpicky in my opinion. So do what you think is best.

Clément Foucault commented on pull request blender/blender#107464 2023-04-29 21:55:23 +02:00
Realtime Compositor: Implement Mask node

Not sure if these readability changes should be included in this patch. Commit them directly to main first.

Clément Foucault commented on pull request blender/blender#107394 2023-04-28 09:44:14 +02:00
Add anti aliasing to transform constraints

Remove the commented line.

Clément Foucault suggested changes for blender/blender#107394 2023-04-28 09:44:14 +02:00
Add anti aliasing to transform constraints

This looks good! Just need to cleanup the unused line and it's good to be merged.

Clément Foucault commented on pull request blender/blender#107394 2023-04-27 21:51:30 +02:00
Add anti aliasing to transform constraints

could you explain why this wouldn't work on other platforms

The function call GPU_line_smooth(true); enables a deprecated OpenGL feature that isn't available on Metal. We have a software…

Clément Foucault suggested changes for blender/blender#107394 2023-04-27 20:19:19 +02:00
Add anti aliasing to transform constraints

This isn't a portable fix. It will not work on MacOS / Metal backend.

Clément Foucault commented on pull request blender/blender#107291 2023-04-25 08:40:00 +02:00
Realtime Compositor: Implement Texture node

@OmarEmaraDev My bad. If DrawDataList is only to used for its recalc flag, then it is ok to use. This usage could be easily refactored. The "bad" usage starts when we are storing engine…

Clément Foucault commented on pull request blender/blender#107291 2023-04-24 22:30:27 +02:00
Realtime Compositor: Implement Texture node

Is there a reason to use DrawDataList (itself quite bad) instead of just storing one of multiple GPUTextures inside the Texture ID runtime?

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:45 +02:00
EEVEE Next: Volumes

This comment is obsolete.

Clément Foucault suggested changes for blender/blender#107176 2023-04-23 23:36:45 +02:00
EEVEE Next: Volumes

First pass review. Still have a lot left.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:44 +02:00
EEVEE Next: Volumes

This need a comment explaining why we divide by 2nd component.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:44 +02:00
EEVEE Next: Volumes

Remove the render passes they make no sense. in this context.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:44 +02:00
EEVEE Next: Volumes

Better duplicate the panel and mask unavailable options like shadows.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:43 +02:00
EEVEE Next: Volumes

Why? In the future, we could have surface shaders evaluate the volume properties.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:43 +02:00
EEVEE Next: Volumes

This comment maybe introduce confusion. This could be confused with the actual integration which is another shader. This is the equivalent to the resolve step.

Clément Foucault commented on pull request blender/blender#107176 2023-04-23 23:36:43 +02:00
EEVEE Next: Volumes

Add a TODO. These do not need to use closure select and could just be combined.