It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.
It's still better than fully white texture for the previews anyway.
At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
Compile time per kernel increased alot after recent image commits, re-shuffle some code to fix this.
Patch by "LazyDodo".
Differential Revision: https://developer.blender.org/D2012
In addition to the original bug report, I've gone through cleaning up a range of
related bugs which only became clear when hunting around the code...
* Custom Handle References weren't getting cleared when the bones they used got
deleted. But, neither was the custom bone shape location/transform reference.
* Various places where posebone settings are copied around were also missing code
to handle the new Bendy Bone properties.
(WHY DO WE HAVE SO MANY VARIATIONS OF COPYING POSE DATA!?!?)
* If duplicating a Bendy Bone with custom references, and the custom references
are also selected/duplicated, the new Bendy Bones will use the corresponding
duplicated bones
This commit adds Peak Memory to the stamp options, the value is the same one that is already shown in the image viewer.
Requested by @nutel.
Reviewers: campbellbarton
Subscribers: campbellbarton, nutel
Differential Revision: https://developer.blender.org/D1989
Once and for all - I hope!
So, for the records: Xinput1 events' valuators have a first_axis and axis_count defining the 'range'
of valid axes for that event - but valid data in the valuator's array **always** start at zero
(which means that, if event reports first axis as being axis 2, axis 2's value is in axis_data[0]).
Was not so far, because this effect is not modifying its 'own' PaintPoint, which means
it's not threadsafe. Since a global lock (mutex or spinlock) would not be much efficient
(we need to lock a given point pretty much all the computaion cycle), and since locking
a same PaintPOint from different threads at the same time is *very* unlikely,
solution here is to use an 'array of locks', one for each PaintPoint (same thing as BLI_bitmap,
using atomic ops to set/clear bits).
Here in own test (complex dynapaint over a huge sphere combining all dynapaint types), it gives
20% speedup of the whole dynapaint simulation!
Note: maybe we'd want to move that kind of bitlock into BLI lib some day - not totally sure how,
so let's keep it local for now...
Vertex's normal is always normalized - and its conversion from short to float should not change that!
On the other hand, linear interpolation of three normals **does not give a normalized vector**
(unless all three inputs are exactly the same).
Also, minor optimization, avoid recomputing that interpolated normal twice for each PaintUVPoint.
This adds support for CUDA Texture objects (also known as Bindless textures) for Kepler GPUs (Geforce 6xx and above).
This is used for all 2D/3D textures, data still uses arrays as before.
User benefits:
* No more limits of image textures on Kepler.
We had 5 float4 and 145 byte4 slots there before, now we have 1024 float4 and 1024 byte4.
This can be extended further if we need to (just change the define).
* Single channel textures slots (byte and float) are now supported on Kepler as well (1024 slots for each type).
ToDo / Issues:
* 3D textures don't work yet, at least don't show up during render. I have no idea whats wrong yet.
* Dynamically allocate bindless_mapping array?
I hope Fermi still works fine, but that should be tested on a Fermi card before pushing to master.
Part of my GSoC 2016.
Reviewers: sergey, #cycles, brecht
Subscribers: swerner, jtheninja, brecht, sergey
Differential Revision: https://developer.blender.org/D1999
It was totally useless to multiply diffuse color with the vertex color
when doing texture painting. It was masking actual texture and only was
forcing artists to create an empty vertex color layer to work this around.
The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky or down to the bottom.
Works for both panorama and perspective cameras when Spherical Stereo
is enabled.
Reviewers: dfelinto, brecht
Reviewed By: brecht
Subscribers: sebastian_k
Differential Revision: https://developer.blender.org/D1998
This commit makes it so malloc() is only happening once per volume and
once per transparent shadow query (per thread), improving scalability of
the code to multiple CPU cores.
Hard to measure this with a low-bottom i7 here currently, but from quick
tests seems volume sampling gave about 3-5% speedup.
The idea is to store allocated memory in kernel globals, which are per
thread on CPU already.
Reviewers: dingto, juicyfruit, lukasstockner97, maiself, brecht
Reviewed By: brecht
Subscribers: Blendify, nutel
Differential Revision: https://developer.blender.org/D1996
When using Left Click select, it wasn't possible to sculpt using E+LMB.
I've changed the order of things in the keymap so that the select operator won't
end up catching and blocking all these events.
Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y.
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)