This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.
For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
Works much the same as intersect operator,
expose as a new operator since for users its quite different.
Access from face menu.
Internally, this adds boolean args to BM_mesh_intersect function.
FBOs are a GL 3.0 feature but enjoy nearly universal support via
extensions.
The newer ARB extension brings these features to GL 2.1 without needing
an ARB suffix.
The older EXT extensions *do* use a suffix. Since we don’t know which
is used until runtime, I added the suffix to all functions & enums.
Also updated the check to look for the FBO feature set instead of the
specific EXT extension.
Maybe this is pedantic but I read it’s best to explicitly set the
desired component size.
Also append “_ARB” to float texture formats since those need an
extension in GL 2.1.
This class did nothing but print out extensions if they were found.
Instead, the code from bge.logic.PrintGLInfo() is now printed as the
Rasterizer is initialized. This gives better information, and it removes
some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls
the Rasterizer to print the information).
Differential Revision: https://developer.blender.org/D438
The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.
We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
Is current context compatible with legacy GL (version 2.1)?
My earlier approach -- checking for GLEW_ARB_compatibility -- was not
enough.
This should always return true if we set our GL context up properly. It
will return false when we switch to core profile.
Would be true in most cases (and in particular with own generated geometry),
but in case one would be using original geometry this could have crashed badly.
Note that I tried to parallelize the loops porting result of the simulation to the
DM data itself, but that ended up being 20% slower than non-threaded code!
Compared to previous revision, this gives 20% speedup on the whole modifier evaluation!
Wondering a bit how improvement can be so impressive here, would have expected very
small increases given how simple is the code here... Maybe it's the fact we get rid
of many additional OMP threads (tests are done with ten Ocean mod evaluated in parallel)?