Works similar to regular Cycles tests, just does OpenGL render to
get output image.
Seems to work fine with the only funny effect: Blender window will
pop up for each of the tests. This is current limitation of our
OpenGL context. Might be changed in the future.
Some platforms are having hard time using this linker so added an option
to not use it. The options is an advanced one and enabled by default so
should not cause any changes for current users.
Cpack generates a standard filename with git information in it, which might not always be wanted for release builds, this patch adds an option to override that default filename.
Reviewers: sergey, juicyfruit
Reviewed By: juicyfruit
Differential Revision: https://developer.blender.org/D2199
ammended to fix: wrong variable name in main CMakeLists.txt
Cpack generates a standard filename with git information in it, which might not always be wanted for release builds, this patch adds an option to override that default filename.
Reviewers: sergey, juicyfruit
Reviewed By: juicyfruit
Differential Revision: https://developer.blender.org/D2199
The option is controlled with the WITH_WINDOWS_CODESIGN option and needs:
- Signtool must be found on the system, the standard windows sdk folders will be searched for it.
- The path to the pfx file (WINDOWS_CODESIGN_PFX)
- The password for the pfx , this can either be set by the WINDOWS_CODESIGN_PFX_PASSWORD variable but given that ends up in CMakeCache.txt (which might be undesirable) there is a backup option of setting the PFXPASSWORD environment variable on the system.
Reviewers: sergey, juicyfruit
Reviewed By: juicyfruit
Tags: #bf_blender, #platform:_windows
Differential Revision: https://developer.blender.org/D2182
Basically title says it all.
The goal is to make platform maintenance easier, so you don't have
to constantly scroll back and forth looking for if() branches to
check which exact platform you're currently working on.
Ideally we also would move option defaults to a platform files,
but that i'm not sure how to implement in a nice way yet.
Reviewers: mont29
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2148
it is incorrect to set ROOT_DIR and then call find_package.
If something is expected to be in a given location use hardcoded
locations (for the precompiled libraries). Otherwise just use
find_package() and let users to set ROOT_DIT when it is required.
Enables Catmull-Clark subdivision meshes with support for creases and attribute
subdivision. Still waiting on OpenSubdiv to fully support face varying
interpolation for subdividing uv coordinates tho. Also there may be some
inconsistencies with Blender's subdivision which will be resolved at a
later time.
Code for reading patch tables and creating patch maps is borrowed
from OpenSubdiv.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2111
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
I'm not quite sure where the codegen bug gets triggered but it's easily
noticeable in the barcelona scene. (extra saturated leafs and illumination
on the right ledge of the pool)
2013 buildbot reference image:
{F320792}
2015 With no updates (compiler version 19.00.23026)
{F320793}
2015 With Update 2 (Compiler version 19.00.23918)
{F320794}
2015 With Update 3 (Compiler version 19.00.24210)
{F320795}
This patch blocks all compiler builds before update 3 in a similar way we
did for msvc 2013 update 4
Reviewers: campbellbarton, brecht, juicyfruit
Reviewed By: juicyfruit
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2100
We recently added delay-loading of the openmp dll's so we no longer had to use
the stub loader, we however put these linker flags on the global linker flags
causing any sub projects not using openmp to spit linker warning 4199 while building,
```
Warning LNK4199 /DELAYLOAD:vcomp140.dll ignored; no imports found from vcomp140.dll datatoc k:\BlenderGit\build_windows_2015a\source\blender\datatoc\LINK 1
```
This patch makes the delay-load only apply to the blender project.
Reviewers: sergey
Subscribers: sergey
Tags: #bf_blender
Differential Revision: https://developer.blender.org/D2092
You can capture and stream video in the BGE using the DeckLink video
cards from Black Magic Design. You need a card and Desktop Video software
version 10.4 or above to use these features in the BGE.
Many thanks to Nuno Estanquiero who tested the patch extensively
on a variety of Decklink products, it wouldn't have been possible without
his help.
You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
The full API details and samples are in the Python API documentation.
bge.texture.VideoDeckLink(format, capture=0):
Use this object to capture a video stream. the format argument describes
the video and pixel formats and the capture argument the card number.
This object can be used as a source for bge.texture.Texture so that the frame
is sent to the GPU, or by itself using the new refresh method to get the video
frame in a buffer.
The frames are usually not in RGB but in YUV format (8bit or 10bit); they
require a shader to extract the RGB components in the GPU. Details and sample
shaders in the documentation.
3D video capture is supported: the frames are double height with left and right
eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
sample the 3D frame when the BGE is also in stereo mode. This allows to composite
a 3D video stream with a 3D scene and render it in stereo.
In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
performance boost by using 'GPUDirect': a method to send a video frame to the GPU
without going through the OGL driver. The 'pinned memory' OGL extension is also
supported (only on high-end AMD GPU) with the same effect.
bge.texture.DeckLink(cardIdx=0, format=""):
Use this object to send video frame to a DeckLink card. Only the immediate mode
is supported, the scheduled mode is not implemented.
This object is similar to bge.texture.Texture: you need to attach a image source
and call refresh() to compute and send the frame to the card.
This object is best suited for video keying: a video stream (not captured) flows
through the card and the frame you send to the card are displayed above it (the
card does the compositing automatically based on the alpha channel).
At the time of this commit, 3D video keying is supported in the BGE but not in the
DeckLink card due to a color space issue.
A new option '-a' can be passed to the blenderplayer. It forces the
framebuffer to have an alpha channel.
This can be used in VideoTexture to return a image with alpha channel
with ImageViewport (provided alpha is set to True on the ImageViewport
object and that the background color alpha channel is 0, which is the
default).
Without the -a option, the frame buffer has no alpha channel and
ImageViewport always returns an opaque image, no matter what.
In Linux, the player window will be rendered transparently over
the desktop.
In Windows, the player window is still rendered opaque because
transparency of the window is only possible using the 'compositing'
functions of Windows. The code is there but not enabled (look for
WIN32_COMPOSITING) because 1) it doesn't work so well 2) it requires
a DLL that is only available on Vista and up.
give precedence to AA over Swap copy:
Certain GPU (intel) will not allow MSAA together with swap copy.
Previously, swap copy had priority over MSAA: fewer AA samples would be
chosen if it was the condition to get swap copy. This patch reverse the
logic: swap copy will be abandonned if another swap method (undefined or
exchange) will provide the number of AA samples requested. If no AA
samples is requested, swap copy still has the priority of course.
Since version 6 G++ switched to C++11 by default, which breaks some logic
around WITH_CXX11 checks in out CMake files, leading to compilation errors.
This is easy to solve by explicitly enabling older C++ standard when C++11
was not explicitly enabled by CMake options.
However, G++-6 will also use new ABI by default even if older standard was
specified in the compiler options. This is being addressed by a special
define flag.
This tricks made it possible to use new G++-6 without need to recompile
any of pre-compiled libraries.
However, this might break compilation with existing system libraries, which
might already be using new ABI. We can't address this automatically, so
now we simply default WITH_C11 and WITH_CXX11 options to whatever defaults
of the current compiler are. This means, for G++-6 we'll set WITH_CXX11 to
truth. This should make linking with system libraries working just fine,
but to make pre-compiled libraries we still might need to disable CXX11.
This should work fine work for a new environments with G++-6 and install_deps
script run from scratch there, because C++ standard will be the same for
both Blender dependencies and Blender itself.
Using SSE2 intrinsics when available for this kind of conversions.
It's not totally accurate, but accurate enough for the purposes where
we're using direct colorspace conversion by-passing OCIO.
Partially based on code from Cycles, partially based on other online
articles:
https://stackoverflow.com/questions/6475373/optimizations-for-pow-with-const-non-integer-exponent
Makes projection painting on hi-res float textures smoother.
This commit also enables global SSE2 in Blender. It shouldn't
bring any regressions in supported hardware (we require SSE2 since
2.64 now), but should keep an eye on because compilers might have
some bugs with that (unlikely, but possible).