Miguel Pozo pragma37
  • Joined on 2018-04-26
Miguel Pozo created pull request blender/blender#115057 2023-11-17 17:35:27 +01:00
Fix #114482: EEVEE-Next: Wrong Texture Coordinates
Miguel Pozo pushed to pull-draw-memory-housekeeping at pragma37/blender 2023-11-17 17:30:13 +01:00
1a775040a8 Rename optimize_size
b6bac760b2 clear_and_trim
0dc9d11b2c Comments
ccba03c7d0 Resize draw command buffers too
7d97c88c0b Add StorageArrayBuffer::optimize_size
Compare 404 commits »
Miguel Pozo pushed to pull-draw-memory-housekeeping at pragma37/blender 2023-11-17 17:26:31 +01:00
90b9c45e58 Rename optimize_size
Miguel Pozo pushed to main at blender/blender 2023-11-17 16:38:11 +01:00
f27e87db7a Fix #114918: Workbench: Negative scaled sculpt mesh artifacts
Miguel Pozo closed issue blender/blender#114918 2023-11-17 16:38:10 +01:00
Viewport artifacts in sculpt mode when objects negatively scaled.
Miguel Pozo pushed to blender-v4.0-release at blender/blender 2023-11-17 15:54:06 +01:00
beca339ecb Fix #114918: Workbench: Negative scaled sculpt mesh artifacts
Miguel Pozo pushed to pull-sanitize-closure-inputs at pragma37/blender 2023-11-16 21:22:02 +01:00
a65a9f8249 Sanitize closure inputs
Miguel Pozo created branch pull-sanitize-closure-inputs in pragma37/blender 2023-11-16 21:22:02 +01:00
Miguel Pozo pushed to pull-fix-texure-coords at pragma37/blender 2023-11-16 19:59:13 +01:00
d47a1373b1 Fix texture coordinates
4d7274b7f4 Cleanup: Use C++ types for crazyspace deform storage
6e2fc77e7f Fix #114993: wrong entry in Split to Instances domain dropdown
661e7e451a Anim: Rename NLA "Channels" to "Tracks"
7f33a743d8 Fix #114963: Image Editor - Fill Tool doesn't work as expected
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Miguel Pozo created branch pull-fix-texure-coords in pragma37/blender 2023-11-16 19:59:13 +01:00
Miguel Pozo commented on issue blender/blender#114752 2023-11-16 16:53:43 +01:00
EEVEE Next: very low performance with hair particles

Right now shadows are still computed even when disabled, that's why there's no performance difference. And they are being re-rendered more than once per frame (which shouldn't be the case for the…

Miguel Pozo commented on issue blender/blender#114112 2023-11-16 16:36:46 +01:00
DrawData recalc fixes/improvements

If that's what you decided, fine then. But that sounds way more complex than just updating flush_engine_data_update. I'd like to understand the advantages of this approach. The "topology vs.…

Miguel Pozo commented on issue blender/blender#114752 2023-11-15 20:20:50 +01:00
EEVEE Next: very low performance with hair particles

There are few things going here, the main performance hit comes from shadow rendering. This is in part because shadows in EEVEE Next are slower/higher-quality, and still missing some optimizations…

Miguel Pozo commented on issue blender/blender#114112 2023-11-15 18:46:52 +01:00
DrawData recalc fixes/improvements

Is it something that can be implemented via the ED_render_id_flush_update and ED_render_scene_update? Would be nice if the depsgrapgh did not need to worry about draw-manager specific design.

Miguel Pozo created pull request blender/blender#114928 2023-11-15 17:17:45 +01:00
Fix #114651: EEVEE-Next: SSS NaNs
Miguel Pozo commented on issue blender/blender#114112 2023-11-15 17:11:13 +01:00
DrawData recalc fixes/improvements

I guess we wrote the same thing at the same time. 😅 Yes, I think that would work.

Miguel Pozo commented on issue blender/blender#114112 2023-11-15 17:08:25 +01:00
DrawData recalc fixes/improvements

Maybe we could just store a different last_update property for each relevant flag (I think we only would need ID_RECALC_TRANSFORM, ID_RECALC_GEOMETRY and ID_RECALC_SHADING). We use…

Miguel Pozo commented on issue blender/blender#114112 2023-11-15 16:45:56 +01:00
DrawData recalc fixes/improvements

That would be enough to know the the ID has been updated, but not to be sure of what has been updated:

From the main post:

If instance.last_update + 1 == id.last_update, then recalc is…

Miguel Pozo commented on issue blender/blender#114112 2023-11-15 16:33:48 +01:00
DrawData recalc fixes/improvements

Counter of a dependency graph level is not easier to maintain and check. It will break the assumption that there is only single update between two redraws.

We could increment the counter only…

Miguel Pozo commented on issue blender/blender#114112 2023-11-15 15:48:36 +01:00
DrawData recalc fixes/improvements

I've actually just edited my answer (probably while you were writing yours, sorry) to remove the part about storing it on the Depsgraph since the counter itself is not enough, it would also need…