Age | Commit message (Collapse) | Author |
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namespace.
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viewport
* Hmph.. depsgraph and group duplication == illogical.
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* Silly mul_m4_v3 had turned into a mul_m4_v4 at some point!
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-Added Iex to lib list, was causing link time errors
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of "hair path"
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
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with hair particle objects
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
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present
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Material nodes: when no output node was active, it sets one.
Not common to happen anymore, only for deleting output nodes
without clicking on nodes.
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It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.
Do not use triangles with too small area for average normal calculation.
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linked rig
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It was a precision error in calchandleNurb. Do not align handles
along handle which si too short.
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This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
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planes were wrong in that case.
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Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
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useful if you have a screen setup with a file browser editor.
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convergence weight a bit to match angles better at typical scales.
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+ some small fixes in other docs.
A topic for later(soon?), I think we should name the modules according to the rest of Blender modules. So instead of:
Game Engine bge.logic Module
We would have it:
Game Logic (bge.logic)
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Exception. But use a different fix.
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by Solano Felicio (solano)
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this uses the same function as pose mode snapping.
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BLI_threads, GPU_free_image() was never being called from the main thread. Calling BLI_threadapi_init() when the Blenderplayer starts sets the current thread as the main thread and solves the problem.
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blend between backdrop and text color (black), made it blend 0.4 instead
of 0.2
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Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
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The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.
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under unselected, and active strips red border color for active strips was not
clear enough.
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Also cleaned a line of code that was horribly spread over 4 lines.
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blend mode, opacity, etc.
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Solution is to replace "long" by "int64_t" and "fseek" by "_fseeki64", because
long on 64 bit windows is still 32 bit.
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account.
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