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authorNicholas Bishop <nicholasbishop@gmail.com>2010-08-05 04:53:02 +0400
committerNicholas Bishop <nicholasbishop@gmail.com>2010-08-05 04:53:02 +0400
commit04e6a8c7a21085a3ea52c8222d3eb803cadb24ea (patch)
tree0c73a3fadbbfd6869f62cd6c112c3fcd3a08f69b /extern/binreloc
parentd4f91858f2c681cdae753876d7ddc81d9701beaf (diff)
== Ptex ==
initial ptex integration * added the ptex C++ library to extern * wrote a small C api for the library; just the functions I've used so far are in the C api, but easy to add more * added a new CustomData type (face data), stored as struct MPtex * added RNA for CD_MPTEX * each MPtex stores: ** the U- and V-resolution (always a power of two) ** the number of color channels (e.g. RGB or RGBA) ** the data type (can be bytes, shorts, or floats) ** the number of subfaces (for triangles now, will work also for ngons) * for drawing ptex, one power of two texture is assigned to each face ** for quads, the texture is mapped normally across the full face ** for triangles, the face is split into four quads for drawing, and each subface gets an equal-sized portion of the texture ** the texture is created with the same internal format as the ptex layer * added an operator for loading ptex files * added an operator for creating ptex layers; takes data type, number of channels, and texel density as inputs. has some hackish code to allocate texels based on a faces catmull-clark limit surface area * added a simple ptex UI, shows ptex layers in the mesh data panel * modified vpaint to paint on ptex instead of mcols partial todo list: * VBO drawing (make sure to turn VBO off before testing ptex for now) * ptex saving * better texel allocation * upsampling/downsampling faces * UI for setting individual faces' resolutions
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