- User Since
- Apr 27 2010, 10:07 PM (356 w, 19 h)
Mon, Feb 20
Much appreciated! I'll review closer later today.
Sun, Feb 19
Sat, Feb 18
Fri, Feb 17
Committed to blender2.8 with some modifications:
- used imm mode instead of creating VAO & VBO (vertex count is rather small)
- took your x/y scale observation & ran with it
Thu, Feb 16
This duplicates D2497. Yes sometimes it's easier to just do this ourselves, but it's more respectful of volunteers' time & effort to get their patches in.
Tue, Feb 14
Testing this now...
I've got a good idea for this & ui_draw_anti_roundbox. Just need to translate my notes from graph paper to GLSL!
Drawing multiple times with jitter is a trick to get AA. Now that we have real shaders we should do this right. Don't focus on how to get jittering (obsolete technique) to work in the new API.
Sun, Feb 12
@Porteries Tristan (panzergame) Nothing like this is planned for the 2.8 3D viewport or 2D UI. We always draw screen-aligned text at a known size/scale.
@Joshua Leung (aligorith) ok, but explain why so it can be fixed.
Sat, Feb 11
Committed to blender2.8
Works fine now! See final commit for some small changes I made.
This work made it into blender2.8 as part of a larger keyframe drawing overhaul. Thanks!
Thu, Feb 9
Pushed to blender2.8. Thanks!
Wed, Feb 8
Looks good, pushed to blender2.8
It worked! Pushed to blender2.8
Tue, Feb 7
@Chaitanya (cyrax) do you use "arc diff" to submit these?
@Chaitanya (cyrax), I'm trying to commit this to blender2.8 under your name.
Mon, Feb 6
@Dario (Joysurrender) please attach system-info.txt (from Blender's Help menu).
Sun, Feb 5
Why are you running software GL? Your hardware is definitely capable of running Blender.
Sat, Feb 4
@Bohdan (bvk888) this happens even with default cube & no textures/materials, correct?
Fri, Feb 3
@Fabien Maroy (FabStudio) please update the Broken and Worked fields in description. Are you seeing this problem on latest version 2.78a?
Thu, Feb 2
I see the same artifacts on Intel graphics. Will look into it.
Minor inconvenience! committed to blender2.8
Wed, Feb 1
"arc patch D2486" fails for me. Somehow your earlier commit is not included, but I see its effects here...
Do you have commit rights? If so you can push these changes.
If not, either figure out how to fix in Phabricator/Arcanist or attach the final clip_dopesheet_draw.c here.
Tue, Jan 31
Looks good for the most part! One change needed for BLF compatibility.
You're right about glColor being used by BLF. I've got BLF_color implemented, will commit soon!
Looks good so far, expecting your planned changes to be good also.
@Luca Rood (LucaRood) just remember to "arc land --onto blender2.8"
@Luca Rood (LucaRood) You can land accepted revisions since you have commit access.
Landed in blender2.8
Sun, Jan 29
Looks good! I can test it tomorrow.
Sat, Jan 28
Wed, Jan 25
Tue, Jan 24
Looks good! Thanks for going ahead with this.
Mon, Jan 23
Right, C++11 and C99 are finally available on all the platforms/compilers we target. I use C++11 in other projects and am a big fan.
For the 2nd message, go to UserPrefs > System > Window Draw Method and choose another method.
Jan 23 2017
Cool! I'm guessing there is an image containing all icons which exceeds the reported texture size limit of 512x512. But that is just a guess.
Jan 21 2017
From those reports it seems you have no Intel driver running. Grab it here:
Jan 20 2017
I wrote a simple OpenGL info program. @anatoly techtonik (techtonik) please run this and attach OpenGLinfo.txt it generates. That will give us more info about your system & help us decide what to do.
@Darwin Yip (darwin) I think immVertex2s will be useful in the future, so let's keep it! Did not use it here because switching between 2f and 2s was tricky to get right. Would like to replace these arrows with a high-quality bitmap one day.
Formatting looks a little weird. Use tabs and make sure indentation matches surrounding code.
Jan 19 2017
Put pieces of this into blender2.8. Thanks!