ba982119cd
Rewrite of the Workbench engine using C++ and the new Draw Manager API. The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`. After that, the engine can be selected in `Properties > Scene > Render Engine`. When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering. The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks: - `In Front` rendered objects now work correctly with DoF and Shadows. - The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`. - In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would) To do: - Sculpt PBVH. - Volume rendering. - Hair rendering. - Use the "no_geom" shader versions for shadow rendering. - Decide the final API for custom visibility culling (Needed for shadows). - Profile/optimize. Known Issues: - Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI) - Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle) Reviewed By: fclem Maniphest Tasks: T101619 Differential Revision: https://developer.blender.org/D16826 |
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