This avoids the unnecessary creation of bvhtree, which can be highly inefficient in some cases
(for example: in the `operator_modal_view3d_raycast.py` template)
Unfortunately this does break compatibility in that the viewport will look a
bit different depending on the settings, but the old behavior was simply not
usable for higher distances.
* Brings us closer to core profile, all matrices are working, and apart
from a problem with text drawing, Blender is working fine.
* Reduce the coding overhead of having to setup/teardown when
alternating between 2D and 3D drawing sessions.
* Gives us fewer modes and states we need to keep track of.
Unfortunatelly this also "rejects a fundamental change" the original
design was trying to make - that 2D is different from 3D and
deserves its own best implementation.
That said, it is still aligned with the function API design as
originally implemented (i.e., it still uses gpuTranslate2D, ...).
Finally, if you build with core profile and this patch you get:
https://developer.blender.org/F545352
[The text glitch is an unrelated issue].
Reviewers: merwin, sergey, brecht
Differential Revision: https://developer.blender.org/D2626
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
On Apple we use OpenGL 2.1 + an ARB extension for framebuffers.
The glFramebufferTexture function is part of OpenGL 3.0 but not part of the ARB extension. This commit fills that gap.
All other platforms are using GL 3.0+ already so it's not an issue there. All platforms (Mac too) will use GL 3.3+ soon so this workaround will be removed.
The U-resolution of the imported curves was kept at the default value
of 12, which is way too high for imported hair. We export hair at a
fairly high resolution already, so it's not needed to subdivide even
further when importing.
Of course this may have an impact on other curves that do require this
U-resolution to be higher. In that case the resolution can be
increased after importing.
I removed the default nu->orderu = num_verts, as that allowed every
point to influence the entire spline, which was more expensive for the
CPU, and unlikely to be needed. The orderu computations had off-by-one
errors in the curve importer, which are now also fixed. The correct
values are:
- Linear: orderu = 2
- Quadratic: orderu = 3
- Cubic: orderu = 4
These values are also what is stored in the Alembic file for curves of
type kVariableOrder, according to the reference Maya exporter
maya/AbcExport/MayaNurbsCurveWriter.cpp, function
MayaNurbsCurveWriter::write(), in the Alembic source code.
The result is a frame rate increase of roughly 100x (tested with one
100-hair test on one machine, so take with grain of salt).
This test checks that a set of cubes are exported with the correct
transform, both with flatten=True and flatten=False.
This commit also adds an easy to use superclass for upcoming Alembic
unit tests.
These were the last few glGetUniformLocation calls in source/blender.
The new system gets uniform information once when a shader is created, then uses this cached info every time after that.
This removes glGetBooleanv queries for GL_LIGHTING. This has been #ifdef'd
out with legacy opengl disabled. Thus a false positive still shows up in
the gl queries. Also, note that this removes support for wireframes in
opensubdiv, when desabling legacy opengl, which should be fixed later.
Part of T49043
Some elbeem debug functions had old gl drawing calls. I removed the
functions instead of converting, because Blender doesn't even build
with them enabled anymore, because some elbeem debug libs got removed
at some point.
Part of T49043
This supports our common character animation workflow, where a character,
its rig, and the custom bone shapes are all part of a group. This group
is then linked into the scene, the rig is proxified and animated. Such
a group can now be exported. Use "Renderable objects only" to prevent
writing the custom bone shapes to the Alembic file.
The absence of datablock properties "will certainly be resolved soon as the need for them is becoming obvious" said the [[http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes|Python Nodes release notes]]. So this patch allows Python scripts to create ID Properties which reference datablocks.
This functionality is implemented for `PointerProperty` and now such properties can be created with Python.
In addition to the standard update callback, `PointerProperty` can have a `poll` callback (standard RNA) which is useful for search menus. For details see the test included in this patch.
Original author: @artfunkel
Alexander (Blend4Web Team)
Reviewers: brecht, artfunkel, mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Subscribers: jta, sergey, campbellbarton, wisaac, poseidon4o, mont29, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov, fjuhec, sharlybg, cardboard, duarteframos, blueprintrandom, a.romanov, BYOB, disnel, aditiapratama, bliblubli, dfelinto, lukastoenne
Maniphest Tasks: T37754
Differential Revision: https://developer.blender.org/D113