Miguel Pozo pragma37
  • Joined on 2018-04-26
Miguel Pozo commented on issue blender/blender#128085 2024-09-26 15:46:21 +02:00
Shadow breaks with linked duplicate

Here's a simplified repro file:

Miguel Pozo deleted branch pull-fix-bounds-usage from pragma37/blender 2024-09-25 19:59:03 +02:00
Miguel Pozo merged pull request blender/blender#128125 2024-09-25 19:59:00 +02:00
Fix: Draw: Bounds usage
Miguel Pozo pushed to main at blender/blender 2024-09-25 19:59:00 +02:00
2223d995fc Fix: Draw: Bounds usage
Miguel Pozo pushed to pull-fix-bounds-usage at pragma37/blender 2024-09-25 19:57:58 +02:00
ae179b307f Comments
Miguel Pozo commented on pull request blender/blender#128125 2024-09-25 16:57:00 +02:00
Fix: Draw: Bounds usage
Miguel Pozo created pull request blender/blender#128125 2024-09-25 16:55:26 +02:00
Fix: Draw: Bounds usage
Miguel Pozo pushed to pull-fix-bounds-usage at pragma37/blender 2024-09-25 16:46:53 +02:00
592bf57d1c Rename
Miguel Pozo pushed to pull-fix-bounds-usage at pragma37/blender 2024-09-25 16:38:26 +02:00
2d08f71344 Don't use IsectBox when "culling is disabled"
57f7d6380c Fix #126542 Fix UV Edge overlays in Metal
84dedfaf4b Curves: smooth handles
12ef319a49 Support Menu sockets in the for-each-element zone
f4de8c1a67 Fix: Incorrect viewport transform node tooltip
Compare 10 commits »
Miguel Pozo created branch pull-fix-bounds-usage in pragma37/blender 2024-09-25 16:38:25 +02:00
Miguel Pozo commented on pull request blender/blender#125657 2024-09-25 15:38:57 +02:00
Metal: Add support for parallel compilation and precompilation specialisation

you'll just pause when you come to use it if it's not ready

Ah, too bad. One of the goals of batch compilation was to never block the UI. I guess we would need more complete ShaderCreateInfo…

Miguel Pozo commented on pull request blender/blender#125657 2024-09-25 15:35:22 +02:00
Metal: Add support for parallel compilation and precompilation specialisation

The subprocesses setting was added because the OpenGL approach is more hacky and has a much higher overhead. For Metal I don't think there's any downside in using always the current heuristic…

Miguel Pozo closed pull request blender/blender#126790 2024-09-24 19:23:24 +02:00
WIP: Workaround IDPropertyUIData::default_array corruption
Miguel Pozo commented on pull request blender/blender#126790 2024-09-24 19:23:22 +02:00
WIP: Workaround IDPropertyUIData::default_array corruption

Reported in with repro steps in #127952 and fixed by 57eae31ce9ca7b8b18cbceefa6020cec9939b257

Miguel Pozo commented on issue blender/blender#127983 2024-09-24 18:23:07 +02:00
GPU: Improve GLSL workflow

I think it will be better to discuss around a working prototype as there is clearly some misunderstanding 😄.

Sounds familiar. 😅

Miguel Pozo commented on issue blender/blender#127983 2024-09-24 17:23:59 +02:00
GPU: Improve GLSL workflow

This would remove the defines from the C++ CreateInfo declaration, right? I am not sure I understand this.

I mean the ShaderCreate::define function, AFAIK we can't have a `#define…

Miguel Pozo suggested changes for blender/blender#127982 2024-09-24 17:07:16 +02:00
WIP: GPU: GLSL-C++ compilation stubs

I gave a test at this (VS Code as a Cmake project, the default C++ extension, and MSVC as the compiler).

Miguel Pozo commented on pull request blender/blender#127982 2024-09-24 17:07:15 +02:00
WIP: GPU: GLSL-C++ compilation stubs

Are the function "implementations" needed at all?

Miguel Pozo commented on issue blender/blender#127983 2024-09-24 16:10:02 +02:00
GPU: Improve GLSL workflow

This would remove the defines from the C++ CreateInfo declaration, right?

How would libraries that require resources work? If it's up to the user code to include their requirements then the…

Miguel Pozo commented on issue blender/blender#127874 2024-09-23 13:53:56 +02:00
Disabling Render causes Rigid Body passive object to render unexpected result

Why is this tagged as a viewport issue? The problem is present in Cycles as well. This seems like a physics or maybe depsgraph issue.