This exposes 2 methods for manipulators:
- new_custom_shape
- draw_custom_shape
This can be used for script authors to create and re-use shapes
without dealing with lower level API's.
Python's C-API doesn't provide functions to get
int's at specific integer sizes.
Leaving the caller to check for overflow,
which ended up being ignored in practice.
Add API functions that convert int/uint 8/16/32/64, also bool.
Raising overflow exception for unsupported ranges.
The thing that most often still goes wrong for new users building blender on windows is checking out the libraries, some skip over the wiki, some check out to the wrong folder, in an effort to reduce the time i spend on this, I added detection of svn and misisng libs to make.bat .
When the user has svn installed, and the libdir is missing he'll be asked if he wants to download them
if svn is not installed, or the user chooses 'no' the current error message is shown.
Reviewers: Blendify, sergey, juicyfruit
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2782
We should only early out with any hit in BVH traversal if the only visibility
bits used are opaque shadow. Not when opaque shadow is one of multiple bits.
Also pass by value and don't write back now that it is just a hash for seeding
and no longer an LCG state. Together this makes CUDA a tiny bit faster in my
tests, but mainly simplifies code.
It's purpose is to limit the amount of light that spread across the screen.
Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
This function was called to recreate the lower mip level of the probe texture. But this is not it's usage and it introduced a stall.
This patch add cubemap mipmap level regeneration in eevee_effects.c
Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.
It includes doversion for old files.
Move floats around when needed to accomodate vec3 arrays efficiently.
With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).
Reviewers: fclem, sergey
Differential Revision: https://developer.blender.org/D2800
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.
The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
Diffuse was not outputing the right normal. (this is not a problem with SSR actually)
Glass did not have proper ssr_id and was receiving environment lighting twice.
Also it did not have proper fresnel on lamps.
This fixes the Principled shader in Eevee, among other nodes.
Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).
We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.
That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.
It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.
[1] - https://stackoverflow.com/questions/38172696
Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.