Tested on:
- Windows32 ATI V5800
- Linux64 GTX360M
- Linux64 Quadro FX360M
The ATI is much more stable as the Nvidia platforms. We have tested
a different scheduling that will speed up for AMD (not checked in yet)
It compiles on all platforms, but fails on our MAC book Pro.
Black lines are produced on the top of a opencl workgroup.
By using localworksize we were able to remove these lines, but
are not satisfied at this solution (so will not check this in yet).
Please everyone check if it works on your configuration and add
Bugs when needed.
To test you need to add a BokehBlur to your scene and enable the
OpenCL flag in the property panel.
Changed the "exterior edge interior shift" section of subsurf calc to
always treat boundary edges the same, regardless of sharpness. We
should revisit subsurf creasing to see if more consistent and
predictable results are possible, but for now this a non-intrusive way
to avoid wavyness along the boundary.
Fixes bug [#31864] Artifacts when using Subsurf+Crease on plane
http://projects.blender.org/tracker/index.php?func=detail&aid=31864&group_id=9&atid=498
Fixes bug [#31858] Undo + sculpt mode, which exposed the bug by having
two objects use the same mesh data.
The rebuild variable was initialize to true, so multires data was
getting marked as having GridHidden modified rather than coords
modified.
When you group objects with CTRL+G and have the properties
space --> object tab --> groups panel visible there is a redraw
missing.
Patch by Philipp Oeser. Thanks!
This switches some areas of Blender which are related on FFmpeg stuff
from deprecated symbols to currently supported one.
Pretty straightforward changes based on documentation of FFmpeg's
API which symbols should be now used.
This should make Blender compatible with recent FFmpeg 0.11.
Should be no functional changes.
Also fix some issues with header files:
- Added ifndef .. define .. endif blocks to be sure headers are not
including twice.
- DO not include WM stuff in headers, use anonymous structure names instead.
fixes:
* Sequence editor not loading file typed in filebrowser file button (reported by Sergey on IRC)
* filename button doesn't match exactly typed in filename
notes:
* file specified in the filename button now gets added to 'files' list, even if not selected
* after matching filename (either by typing in exact match or using wildcards) the first match is assigned to the filename button.
Custom shaders is a case where the BGE can be using GLSL materials and still need to upload textures without bf_gpu. I tweaked some logic to handle this special case and added more comments.