Actually for the the amount of GLSL textures units is limited by the amount of multitexture units (GL_MAX_TEXTURE_UNITS_ARB).
Most of the Nvidia graphic cards supports only 4 multitexture units, so Nvidia users can not use more then 4 GLSL textures for a custom shader.
This patch removes this limitation by using GL_MAX_TEXTURE_IMAGE_UNITS_ARB if GLSL is supported, but still limit the amount to the maximum texture limit of 8.
Reviewers: lordloki, agoose77, danielstokes, panzergame, sybren, moguri
Reviewed By: panzergame, sybren, moguri
Projects: #game_engine, #game_rendering
Maniphest Tasks: T37074
Differential Revision: https://developer.blender.org/D1389
The code does stupid box filter which doesn't give nice results and doesn't
match old compositor at all. Need some better gaussian weighting here. Will
look into it later.
Deprecate wrap (BRUSH_TORUS) option, we now have paint flags for tiling
and we can reuse those. Also allows seperate tiling in X/Y
direction for 2D painting now.
Only one tiling is allowed for now.
Options can be found in new "Tiling" panel under the tools tab.
For version patching, we just turn off brush wrapping,
to allow reuse of the flag in the future.
New option is paint mode wide instead of per brush so
a brush having the old wrap option will not enable it
for the whole mode in the version patch.
Upstream is not always configured ad might give empty results.
Ideally we need to re-use the same code as we use for buildinfo,
but it's also a bit of a question which exact hash we want to put
to the name by default.
Did this in packaging buildbot rule because of several reasons:
- CMake doesn't deliver name of package which we expect it to be for buildbot
- CMake doesn't really know that building happens for buildbot
- Making default CPAck name matching buildbot's naming is kinda stupid
Probably we can pass CPack name via command line arguments, but i'm happy with
the current state and one might change things in the future.
It now takes (almost) the whole available width of the region. Icons on the right hand side are hidden during text input now, they can't be used then anyway. Using this space for the text input button makes more sense.
This commit begins implementation of the idea about hidden face
separation outlined in
http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh-
We split hidden and visible faces to different parts of the triangle
buffer.
Mapped drawing will now skip iterating through hidden polys.
Of course the final target, when all derived mesh types use
VBO sorting, is to skip checking for hide flag per face
completely. All faces will be pre-sorted anyway and we'll
be able to draw them with one draw call.
Constraint on soft bodies are special and return 0 as constraint id.
So we have to check that the id is not 0 in function setParam, getParam, getAppliedImpulse and removeConstraint.
Loose edge count was double. It didn't fail on own
tests because they had a small number of loose edges,
but for bigger meshes it hit garbage indices at draw time
and crashed.
Also cleaned up the code to make it less verbose and easier to
understand how indices are counted.
Hope it's the last edge-related fix (fingers crossed)
This commit fixes issues with wrong socket type being added to the Cycles debug
pass compositor operation, which lead to crashes with non-value pass types.
This commit also reverts socket renaming thing because while it's was behaving
ok on runtime file reload might have loose the links which is annoying.