This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.
This doesn't yet move all internal code from MFace to LoopTri just yet.
Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint
Thanks to @psy-fi for review, fixes and improvements to drawing!
Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse."
This reverts commit 371e5f25a054759014efa27c6fe4d497854ed64e.
The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7)
Also 5dc22fbbf had to be adapted to the reverted code.
Conflicts:
source/gameengine/Ketsji/KX_Scene.cpp
Issue was that with those files, Blender generate a float image by default, not a byte one...
Now, we ensure in two places we only get a byte imbuf for our thumbnails!
Issue was caused by deform vert layer existing in the mesh.
Solved in quite simple way, but it still might be missing
some other layers.
Any custom data experts around to check if it's correct?
Remove legacy code completely, now dyntopo, multires et al even work on
GL 1.1 for really hardcore users :p
Real purpose here though is to be able to have fast multires drawing
even with VBO off, since it requires using indices for vertex buffers.
Also made own code elf puke an eaten normal update function which
made multires not update normals in solid mode...sorry.
Turning on importance sampling on area lights increases noise on diffuse
surfaces. This was caused by PDF calculated for an intersected point on
light instead of original light position.
Patch by Stefan with some own modifications.
Get rid of legacy drawing, it's only used for selection,
in which case we can prepare a temporary color buffer and draw
at once. Code is not complete here because we still redundantly
set the draw color in the draw function and don't ommit hidden
faces automatically. Still it works 100% without immediate mode
now.
Missed adding return value in one place.
Thanks a lot to Thomas Szepe for reporting the issue and finding the solution!
Question remains: how could MSVC allow such a code to compile in some cases
(own win64 + scons buildbot win32 were OK with that it seems!).
Crappy compiler, not comming to the rescue of stupid dev...
Requires having latest El Capitan beta 3 OSX due to ome crucial fixes made in the
compiler. Supports same features as NVidia OpenCL apart from CMJ (there's no
experimental feature set support in megakernel yet).
Uses megakernel internally, which works much better than the split kernel. Split
kernel is not supported on OSX still, needs to be investigated still.
Some more details can be found there:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/OpenCL#AMD_on_OSX
In fact, filebrowser was not making any checks for invalid file/dir names here!
Added checks in the three places that should be protected:
* Renaming.
* Creating dirs.
* Typing in filename field.
BLI_filename_make_safe had several issues:
* Would replace all dots ('.'), not a great idea since it would break extensions.
* Was not checking for 'control' ASCII chars (though unlikely, better to be safe here).
* Win32 only: was not checking for forbidden names (con, aux, ltp0, com0, etc.).
New BLI_path_make_safe() simply checks each path's item with BLI_filename_make_safe().
With this patch "Particle Info" node from Cycles works in GLSL and BI
Alexander (Blend4Web Team)
Reviewers: psy-fi
Note: moved particle info to object render instance instead of
shadeinput during review - Antony.
Differential Revision: https://developer.blender.org/D1313
This patch changes the way we draw meshes by introducing
indexed drawing. This makes it possible to easily
upload and rearrange faces ad lib according to any criteria.
Currently we use material sorting but textured sorting and
hiding will be added to optimize textured drawing and skip
per face testing.
It also adds support for vertex buffers for subsurf
modifiers (Except from GLSL drawing), making drawing of
subsurf much faster without need for bogus modifiers.
Tests show that we gain approximately 20-25% performance
by that for solid mode drawing with up to 50% gains for
material drawing. Textured drawing should also have a
small performance gain, but more substantial optimizations
are possible there.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1406
Two issues fixed in this commit:
- Clearing or adding animation via python should ensure relations are valid.
- Animation component animation data might be null caused by removing animation
from python.