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Merge branch 'dev_1.39' into create-material-from-textures
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jstone-lucasfilm authored Apr 22, 2024
2 parents 68b14a7 + 5c55def commit 17f7ef2
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6 changes: 2 additions & 4 deletions .github/workflows/main.yml
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python: 3.7

- name: MacOS_Xcode_14_Python311
os: macos-13
os: macos-14
compiler: xcode
compiler_version: "14.3"
python: 3.11
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if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install xorg-dev mesa-utils
sudo apt-get install xorg-dev
if [ "${{ matrix.compiler_version }}" != 'None' ]; then
if [ "${{ matrix.compiler }}" = "gcc" ]; then
sudo apt-get install -y g++-${{ matrix.compiler_version }} g++-${{ matrix.compiler_version }}-multilib
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Xvfb :1 -screen 0 1280x960x24 &
echo "DISPLAY=:1" >> $GITHUB_ENV
echo "LIBGL_ALWAYS_SOFTWARE=1" >> $GITHUB_ENV
echo "GALLIUM_DRIVER=llvmpipe" >> $GITHUB_ENV
- name: Render Script Tests
if: matrix.test_render == 'ON'
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with:
name: MaterialX_JavaScript
path: javascript/build/installed/JavaScript/MaterialX
if-no-files-found: ignore

sdist:
name: Python SDist
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19 changes: 19 additions & 0 deletions CHANGELOG.md
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## [1.39.0] - Development

## [1.38.10] - 2024-04-12

### Added

- Added support for [environment light intensity](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1737) in generated GLSL shaders.

### Changed

- Removed an [extra suffix](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1744) from element names in texture baking.

### Fixed

- Moved environment prefilter functions to their [referencing GLSL files](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1748), addressing shader compilation errors in USD.
- Enabled color and unit transforms on [root nodes](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1757) in shader generation, addressing missing color transforms in USD.
- Updated [document caches](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1753) to store elements in declaration order, addressing compiler-dependent behavior in nodedef lookups.
- Switched to [framework linkage](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1752) for OpenGL libraries on MacOS, addressing build issues in downstream projects.
- Switched to [legacy OpenGL libraries](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1766) for Python wheels on Linux, addressing missing OpenGL functionality in Python wheels.
- Added a [missing vertex data prefix](https://github.com/AcademySoftwareFoundation/MaterialX/pull/1762) in Vulkan GLSL shader generation.

## [1.38.9] - 2024-02-26

### Added
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6 changes: 3 additions & 3 deletions documents/Specification/MaterialX.Specification.md
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Expand Up @@ -1057,13 +1057,13 @@ Math nodes have one or two spatially-varying inputs, and are used to perform a m
<a id="node-add"> </a>

* **`add`**: add a value to the incoming float/color/vector/matrix.
* `in1` (float or color<em>N</em> or vector<em>N</em> or matrix<em>NN</em>): the value or nodename for the primary input
* `in1` (float or integer or color<em>N</em> or vector<em>N</em> or matrix<em>NN</em>): the value or nodename for the primary input
* `in2` (same type as `in1` or float): the value or nodename to add; for matrix types, the default is the zero matrix.

<a id="node-subtract"> </a>

* **`subtract`**: subtract a value from the incoming float/color/vector/matrix, outputting "in1-in2".
* `in1` (float or color<em>N</em> or vector<em>N</em> or matrix<em>NN</em>): the value or nodename for the primary input
* `in1` (float or integer or color<em>N</em> or vector<em>N</em> or matrix<em>NN</em>): the value or nodename for the primary input
* `in2` (same type as `in1` or float): the value or nodename to subtract; for matrix types, the default is the zero matrix

<a id="node-multiply"> </a>
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<a id="node-switch"> </a>

* **`switch`**: output the value of one of up to ten input streams, according to the value of a selector input `which`. Switch nodes can be of output type float, color<em>N</em> or vector<em>N</em>, and have five inputs, in1 through in10 (not all of which must be connected), which must match the output type.
* `in1`, `in2`, `in3`, `in4`, `in5`, `in6`, `in7`, `in8`, `in9`, `in10` (float or color<em>N</em> or vector<em>N</em>): the values or nodenames to select from based on the value of the `which` input. The types of the various `in`<em>N</em> inputs must match the type of the `switch` node itself. The default value of all `in`<em>N</em> inputs is 0.0 in all channels.
* `in1`, `in2`, `in3`, `in4`, `in5`, `in6`, `in7`, `in8`, `in9`, `in10` (float or color<em>N</em> or vector<em>N</em> or matrix33 or matrix44): the values or nodenames to select from based on the value of the `which` input. The types of the various `in`<em>N</em> inputs must match the type of the `switch` node itself. The default value of all `in`<em>N</em> inputs is 0.0 in all channels.
* `which` (integer or float): a selector to choose which input to take values from; the output comes from input "floor(`which`)+1", clamped to the 1-10 range. So `which`&lt;1 will pass on the value from in1, 1&lt;=`which`&lt;2 will pass the value from in2, 2&lt;=`which`&lt;3 will pass the value from in3, and so on up to 9&lt;=`which` will pass the value from in10. The default value of `which` is 0.

<a id="node-ifelse"> </a>
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