- User Since
- Jul 9 2014, 7:45 PM (254 w, 4 d)
Make sure your AMD driver is up to date. This GPU is below the supported hardware specification.
Sat, May 25
Well the white face overlay is design to give more contrast and I can tell you that's what it does. But I agree opacity maybe a little too high when considering multiple layers.
Fri, May 24
- Fix breakage caused by last commit
- Use the Edge overlay option to turn on/off the faded edges
- Make selected edges fully opaque and less mixed with wire color
- Update studiolight again and fix compilation
New proposition : More frontal lighting.
- Make face select hue more yellow to improve contrast
- Bump face opacity a bit to improve worst case scenario
Screenshots from defferent modes
Rebase to latest master
This is what it looks like. Right spheres are metallic 1.0.
Thu, May 23
I'm ok with that but I want to point that I don't think lowering the albedo is solving anything.
- Making it 0.7 is really tiny change and does not offer much more contrast.
- I would point out that 0.8 is a convention around 3D software. So changing that make us looks less standard. ( I know, weak argument..)
- If you want more contrast in object mode we just need to tweak the lighting (even further)!
TL,DR: Well this is a float precision issue. the view range is really high and using multiple mesh layers close to each other makes the rendering bogus.
Fixed by rBdf7f69b8735f.
This is not right. The baking process should not create volume textures or need them.
This should be fixed in today's build. Can anyone confirm?
Wed, May 22
Geez this was supposed to be a fixup commit to merge during git rebase -i
This name buffer is meant to be used only once. Then the uniforms should already be in the shader interface. If the buffer keeps being used there is a problem.
Sun, May 19
Sat, May 18
@Steve (Xraller) can you attach the output of launching blender with the --debug option?
Fri, May 17
You seem to run out of video memory. I'll try to see what I can do to avoid crashing in this case.
Thu, May 16
@Brecht Van Lommel (brecht) that sounds resonable.
What eevee is doing is a hack asked by @Julien Kaspar (JulienKaspar) that is really not what we should do everywhere for performance reason. If you want to bypass pbvh drawing globally you can change DRW_object_use_pbvh_drawing. I don't see the benefit of creating a draw_sculpt.c since much of what is needed is already in DRW.
Wed, May 15
Tue, May 14
@Daniel Santana (dgsantana) the garbage collection happens in DRW_batch_cache_free_old. But let me investigate this.
That was compiler related. VisualStudio Compiler use signed integers for enum by defaults and the bit counts were not sufficient to store all the possible values.