Miguel Pozo pragma37
  • Joined on 2018-04-26
Miguel Pozo created pull request blender/blender#109294 2023-06-23 16:12:00 +02:00
Workbench Next: Sculpt Support
Miguel Pozo deleted branch pull-renderdoc-fix from pragma37/blender 2023-06-23 16:02:28 +02:00
Miguel Pozo merged pull request blender/blender#109214 2023-06-23 16:02:27 +02:00
Draw: Fix RenderDoc compatibility (Windows+Nvidia)
Miguel Pozo pushed to main at blender/blender 2023-06-23 16:02:27 +02:00
ff2f16db6d Draw: Fix RenderDoc and Nvidia compatibility
Miguel Pozo pushed to pull-renderdoc-fix at pragma37/blender 2023-06-23 15:59:54 +02:00
18d4c4452f Enable fix on all OSs.
Miguel Pozo pushed to pull-workbench-next-sculpt at pragma37/blender 2023-06-22 20:39:51 +02:00
441b8c5897 Multi material support
Miguel Pozo created branch pull-workbench-next-sculpt in pragma37/blender 2023-06-22 18:49:06 +02:00
Miguel Pozo pushed to pull-workbench-next-sculpt at pragma37/blender 2023-06-22 18:49:06 +02:00
615c7a04e4 Single Color implementation
9e8bc1d579 Fix unused variable warning
888cfd29c3 Outliner: Port object elements to new tree-element code design
333e820ed7 Cleanup: Remove unused variable from recent commit
a4ef0ac05a GPv3: Add hide and lock buttons to layer UI
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Miguel Pozo commented on pull request blender/blender#109214 2023-06-22 15:48:41 +02:00
Draw: Fix RenderDoc compatibility (Windows+Nvidia)

Is this a windows only issue.

Not sure. I don't have a working Linux installation on my desktop at the moment.

I am aware that renderdoc doesn't support multithreading so we might…

Miguel Pozo created pull request blender/blender#109214 2023-06-21 21:21:28 +02:00
Draw: Fix RenderDoc compatibility (Windows+Nvidia)
Miguel Pozo pushed to pull-renderdoc-fix at pragma37/blender 2023-06-21 21:19:31 +02:00
88b9c2ef6a Draw: Fix RenderDoc compatibility (Windows+Nvidia)
5cfb9d771f Merge branch 'blender-v3.6-release'
206306405d install_linux_packages: Update python version to 3.10.12.
c41841da3b install_linux_packages: Add fallback to identify known distro.
c0632e175c Merge branch 'blender-v3.6-release'
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Miguel Pozo created branch pull-renderdoc-fix in pragma37/blender 2023-06-21 21:19:31 +02:00
Miguel Pozo pushed to overlay-next at pragma37/blender 2023-06-21 21:13:03 +02:00
5dc24ceeb7 Camera Background Images
Miguel Pozo pushed to overlay-next at pragma37/blender 2023-06-20 20:09:33 +02:00
6564a3f139 Add missing headers
6e963787a4 Image Empties
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Miguel Pozo pushed to overlay-next at pragma37/blender 2023-06-19 21:17:32 +02:00
1d1fa90b1e Add stereo_eye to state
6ba94ced2b Speaker cleanup
7caf588ab4 Merge branch 'main' into overlay-next
8bcad285de Cleanup: remove strcpy usage
4a3b6bfeac UI: Show wait icon for file/asset browser previews while loading
Compare 249 commits »
Miguel Pozo commented on pull request blender/blender#108398 2023-06-16 21:17:53 +02:00
EEVEE Next: Ambient Occlusion

Why does this contains part of the raytracing module? I would prefer if the AO module was self sufficient. It should only rely on HiZ.

The AO lib depends on the raytracing lib, which depends…

Miguel Pozo commented on pull request blender/blender#108398 2023-06-16 21:09:31 +02:00
EEVEE Next: Ambient Occlusion

Because the AO lib is required by the AO node in the nodetree lib. But I can’t include the AO lib directly from the nodetree lib since then it ends up also in the depth, shadow and world…

Miguel Pozo commented on pull request blender/blender#108398 2023-06-16 21:08:27 +02:00
EEVEE Next: Ambient Occlusion

Why specifically on this one? It's in the other shaders that write to the renderpasses too. I think it makes sense to mention why AO is omitted.

Miguel Pozo commented on pull request blender/blender#108398 2023-06-16 21:06:01 +02:00
EEVEE Next: Ambient Occlusion

What's the original issue? I don't see any recent change in the current EEVEE implementation or any related open issue.

Miguel Pozo commented on pull request blender/blender#108398 2023-06-16 21:04:44 +02:00
EEVEE Next: Ambient Occlusion

Always enable it if render pass is needed It already works that way. See AmbientOcclusion::init.

Do you want to always enable it for the main shading too? I think some users wouldn’t…