- User Since
- Apr 27 2010, 10:07 PM (369 w, 4 d)
Fri, May 26
Gawain's limit matches common hardware limits, that's why it's 16. This applies to active attributes in the shader. I talked with @Clément Foucault (fclem) before about aliases — these don't belong in VertexFormat, and the limit should not apply to them. VertexBuffer or Batch is a better place to track aliases... still need to figure out the details!
Tue, May 23
Please explain the difference between the new shader and GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA. Is it something that the rest of Blender (outside the 3D view) might want to use?
Mon, May 22
More results from Intel HD 520 + Windows 10.
Crashes inside Intel graphics driver while linking one of our shaders. This one!
Sun, May 21
I have some Windows + Intel systems here for testing.
Fri, May 19
Thu, May 18
Why remove modern and keep legacy? The other way makes more sense to me.
I'm testing Blender 2.78c on an AMD A10-7850, not seeing any issues. Tried different window draw methods, region overlap, nothing yet breaks it.
Mon, May 15
Sat, May 13
Good to see you @Antony Riakiotakis (psy-fi)! Thanks for digging into this & verifying that it does help.
Also try "OpenGL Occlusion Queries" in User Prefs | System | Selection.
It might be related to a change we made in 2.77 — always use VBOs to draw objects. @Small Sébastien (Conique2001) your graphics card has plenty of VRAM so should be able to handle large poly counts. So hmmm....
Fri, May 12
Thanks for the fix, I can't believe this hasn't caused problems before!
As of c8ab7d46566c4a65c6176cd2ebe27778512f7fef we use OpenGL 3.3 core profile on all platforms. We still have some implementation and cleanup work ahead, but this milestone is effectively done.
Fri, May 5
Bigger picture, I prefer function names mostly as they are. That's why I chose them! Some of the P453 changes are better though, so we can pick & choose.
Some notes on specifics, so we can use P453 as a base for discussion.
Some notes on specifics, so we can use this as a base for discussion.
Fixed by unknown NVIDIA magic.
Just tested Blender 2.78c on latest Windows 10 (64-bit) and Geforce GTX 1050.
Mon, May 1
Edit mode edge drawing uses a different technique though. It can be updated to respect UI scale. Similar for round points with outlines.
I've gotten mixed results with wide lines on core profile.
For reference, here's the commit from the current (non draw manager) viewport.
Whaaaat? I thought we were removing all of this soon. How long until the depsgraph gives us post-modifier results?
Yes I'll take a look tomorrow, try to figure it out.
Apr 27 2017
Apr 25 2017
Apr 24 2017
+1 for removing it
Apr 23 2017
Apr 22 2017
Confirmed working on 10.9.5 (latest update). I tried both a version I built on 10.12 and the latest nightly build from blender.org.
Thanks, I got this reversed in b0351bd3bdaa16f7dec75fe90bcd66569564608a
Apr 21 2017
There are multiple ways to orphan a buffer resource, and this code picks 1 of 3 ways based on which OpenGL version we're running.
Apr 20 2017
Awesome! It's the spheres from the Solid OpenGL Lights section. Should be easy to fix.