Blender Git Commits

Blender Git "GPU_data_request" branch commits.

Page: 3 / 5

April 10, 2015, 23:16 (GMT)
Fix crashes on undo when workflow has a nodetree.

Still getting memory leaks on exit, they likely occur because main is
owner of nodetree but we should give it to workflow instead.
April 10, 2015, 21:34 (GMT)
Workflow shader fixes:

* ID type for GPUWorkflow shaders gets refined correctly
* GPUWorkflow correctly linked to spaceview3d when loading file
* Correct Icons in Node editor
* Creating a node tree works (but it's empty)
April 10, 2015, 15:50 (GMT)
WIP new node type for workflow shaders
April 10, 2015, 14:38 (GMT)
Workflow shader data

Hook the struct to more places. Now there is a button
to choose a workflow instead of a draw type in the new viewport
(still needs to be somehow sorted according to object mode)
April 10, 2015, 13:00 (GMT)
Add workflow shader ID to the system

Only struct definitions here. Workflow is also
set per 3d region. (We should be able to get a
workflow per region just like current textured,
solid etc modes can be set per 3D region)
April 10, 2015, 12:26 (GMT)
Add compositing and proper back drawing back to new viewport.
April 10, 2015, 02:24 (GMT)
draw grid floor with GPUx API

Single draw call for the default case (grid floor with X and Y axes).

Z axis needs a second draw call because it uses 3D coordinates.
April 10, 2015, 02:13 (GMT)
add vec2f convenience function to GPUx
April 10, 2015, 01:33 (GMT)
improve grid floor drawing function

Maintain visual hierarchy of the grid:
- emphasized lines draw atop normal lines
- axes draw atop all lines (same as before)

Draw axes only once, not twice.

Return early if nothing to draw.
April 9, 2015, 07:54 (GMT)
state tracking API - reorder function args

in order of importance.

Doing this early, before itâ??s used in more places.
April 9, 2015, 07:30 (GMT)
state tracking API - pass NULL to use defaults

reduces typing needed
April 9, 2015, 06:44 (GMT)
new grid floor drawing function

changes:
- use vec2 instead of vec3 for grid
- single glBegin/End for axis lines
- draw axes regardless of grid-line count
- use depth buffer
April 9, 2015, 06:35 (GMT)
tweak GL state tracking

New defaults to match common 3D view usage:
- draw both sides (backface culling off)
- depth buffer test & write enabled

Also made default state more readable.
Fixed copy-paste error, GL_POLYGON_STIPPLE.

Mesh objects now draw fine in wireframe and (smooth) solid modes. Now
compatible with UI widgets drawn later!
April 7, 2015, 23:13 (GMT)
add runtime check for VAO support
April 7, 2015, 08:56 (GMT)
smooth lit meshes

WIPâ?¦ still having some depth buffer issues
April 7, 2015, 06:07 (GMT)
draw derived mesh with GPUx API
April 6, 2015, 20:04 (GMT)
draw base mesh with GPUx API

Vertex and Edge work great, Face not so much yet â?? totface = 0 so
nothing is drawn. Will work on derived mesh next.

draw_mesh_object_new_new is simplified to draw mesh geometry and
nothing else. Use draw_mesh_object or draw_mesh_object_new for full
functionality.
April 6, 2015, 19:43 (GMT)
tweak GPUx draw to use actual max index

instead of max allowed index.

This is a looser restriction than before.
April 4, 2015, 07:53 (GMT)
fix compilation when TRUST_NO_ONE is disabled
April 3, 2015, 10:32 (GMT)
More changes to defines, add GPUx prefix to public API
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021