Fix: to swap the drawing order for the warp mesh polygon
The code was drawing CW instead of CCW.
It would work in some cases where the drawing flags would allow for the
back faces to be visible.
More specifically the alternative fix were:
glDisable ( GL_CULL_FACE );
glFrontFace( GL_CW );
Bug originally reported in the small_planetarium mailing list.
This bug fix was a comissioned job by a group who prefer not to be
credited. Thanks regardless.
- allow negative index values.
- error when invalid index value are passed in.
- remove last item if no index argument is given.
also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
Some places like proxy rebuild didn't increent
custom shape user counter which lead to user
decrement errors later when freeing pose channels.
Try to keep custom object counter relevent, but
some corner cases might still be missing.
Official linux builds are linking against jemalloc,
and in the own branch i'm using some of it's code.
License files location could be changed a bit later
(i.e. make it so all the license files are in the
single folder, not in the root of the blender distro).
Issue was caused by reload caused by input colorspace change.
For generated images generated alpha flags weren't saved to
DNA, which lead to fallback from 32 bit depth to 24 when
doing any kind reload of generated image.
The same alpha loss happens when you save .blend file with
generated images.
Now added generated depth to DNA, so reload image and .blend
file wouldn't loss alpha.
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
* Remove code for the unused Wave texture variations.
We have quite some unused code in the texture area, I guess it doesn't harm to clean a bit up here.
We can always get the code back from SVN if we need something.
* GPU kernel can now be compiled without __NON_PROGRESSIVE__ again, was broken after my last commit. Also add a check for have_error(), in case the GPU kernel comes without Non-Progressive, to avoid a crash.
* Don't compile progressive kernel twice on CPU, if __NON_PROGRESSIVE__ would be disabled there.
after objects are deleted until another big object is added. There's no good reason
to do this, or to think that our pool is somehow much faster than using the OpenGL
API to allocate and free buffers.
* Non-Progressive integrator is now available on the GPU (CUDA, sm_20 and above).
Implementation details:
* kernel_path_trace() has been split up into two functions:
kernel_path_trace_non_progressive() and kernel_path_trace_progressive().
* We compile two CUDA kernel entry functions (in kernel.cu) for the two integrators, they are still inside one .cubin file but due to the kernel separation there should be no performance problem. I tested with the BMW file on my Geforce 540M and the render times were the same for 100 samples (1.57 min in my case).
This is part of my GSoC project, SVN merge of r59032 + manual merge of UI changes for this from my branch.