Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-12-07 Thread Αντώνης Ρυακιωτάκης
Review-ready version: http://codereview.appspot.com/5451120/ description: This patch adds bicubic filtering for the 3D viewport for OpenGL 3.0+ capable GPUs. For non-capable systems it reverts to normal tap5 filter All feedback welcome! ___

Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-11-16 Thread Αντώνης Ρυακιωτάκης
New version: http://www.pasteall.org/26482/diff Applied Brecht's suggestion and placed the glsl lib header one level higher. I see that the lib source is also appended to the GPUPass structure. If so wouldn't it make sense to store the new lib code there(though it seems to work without doing

Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-11-16 Thread Αντώνης Ρυακιωτάκης
Latest version: http://www.pasteall.org/26490 Initialising the library string on blender startup and cleaning up on exit. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-10-27 Thread Brecht Van Lommel
Hi, Using the red channel only would not be compatible with existing files, so I'd prefer not to do that. Uploading a single channel image seems like the best solution, this could be done by adding a second GPUTexture pointer to the Image struct, and in the GPU_texture_from_blender call in

[Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-10-26 Thread Αντώνης Ρυακιωτάκης
Hi everyone, there has been some work by Morten Mikkelsen for supporting bicubic filtering for bump maps. I have helped adapting the code to glsl and the result can be seen here: old: http://www.pasteall.org/pic/19660 new: http://www.pasteall.org/pic/19659 The patch is here:

Re: [Bf-committers] Bicubic filtering for bump maps, patch + discussion

2011-10-26 Thread Morten Mikkelsen
It should be mentioned that two variants are 3) are possible. One is to simply convert the color image to grayscale during uploads to the gpu. The other is to actually support single channel image painting in blender and then only support the bicubic for such bump maps. Though I would be thrilled