Fix T41532: Some files bounce back and forth between 'packing BVH nodes' and 'Copying Transforms to Device'
This was originally caused by a6ae12a
where i didn't foresee unclear distinguishing
between empty and non-synced meshes will give issues for the viewport. They're the
same for final rendering, but for viewport we need to be accurate here.
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Notes:
blender-bot
2023-02-14 10:11:54 +01:00
Referenced by issue #41567, Metaball rendering stuck on 1 sample Referenced by issue #41568, Dissolve Vertices with Tear Boundary Option keeps one vert every two verts. Referenced by issue #41532, Some files bounce back and forth between 'packing BVH nodes' and 'Copying Transforms to Device' Referenced by issue #41535, Other Objects is flickering when emitter are disabled on particle system Referenced by issue #41474, Second renderlayer doesnt render if first one has 'Use Surfaces' disabled.
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@ -529,14 +529,12 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tri
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Mesh *mesh;
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if(!mesh_map.sync(&mesh, key)) {
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bool have_geometry = mesh->verts.size() != 0;
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/* if transform was applied to mesh, need full update */
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if(object_updated && mesh->transform_applied);
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/* test if shaders changed, these can be object level so mesh
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* does not get tagged for recalc */
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else if(mesh->used_shaders != used_shaders);
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else if(use_mesh_geometry != have_geometry);
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else if(use_mesh_geometry != mesh->geometry_synced);
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else {
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/* even if not tagged for recalc, we may need to sync anyway
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* because the shader needs different mesh attributes */
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@ -599,6 +597,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tri
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/* free derived mesh */
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b_data.meshes.remove(b_mesh);
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}
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mesh->geometry_synced = true;
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}
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/* displacement method */
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@ -132,6 +132,7 @@ void Mesh::clear()
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transform_applied = false;
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transform_negative_scaled = false;
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transform_normal = transform_identity();
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geometry_synced = false;
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}
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int Mesh::split_vertex(int vertex)
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@ -71,6 +71,9 @@ public:
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ustring name;
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/* Mesh Data */
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bool geometry_synced; /* used to distinguish meshes with no verts
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and meshed for which geometry is not created */
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vector<float3> verts;
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vector<Triangle> triangles;
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vector<uint> shader;
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