Age | Commit message (Collapse) | Author |
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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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Bugfix: force update multires vpaint before saving the file
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* Separate mdisp re-allocation from customdata realloc
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Added a function to apply multires colors as regular mcols; used when applying multires modifier and rendering
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* Added an operator to convert vcols to texture; works for multires vcols too
* Still has some seam issues, need to do more intelligent bleeding
* Current UI is a menu item in the Image menu (Vertex Colors to Texture)
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* Refactored paint mask undo to support any customdata type
* Automatically make layer multires when adding vcols to a multires mesh in vpaint mode
* Fixed vcol multires toggle so that it updates the dm
TODO:
* Add paint undo for vcol layers
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BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler
Making the docs match the code:
BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion
BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
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* Switched vpaint to use paint/pbvh undo system
TODO:
* Undo for adding/removing color layers
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removed object_flip_name() & bone_flip_name(), use flip_side_name()
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Undo refactor
* Renamed sculpt_undo.c to pbvh_undo.c
* Modified node push take a flag (PBVHUndoFlag) that controls what data gets pushed
* Changed sculpt code to only push coords, changed masking to only push paint masks
* Added undo code to save/restore mcols too, but not used yet
* Fixed a weight paint crash
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from Dan Eicher (dna)
elem = color_ramp.elements.new(position=0.3)
color_ramp.elements.remove(elem)
- Modified the patch to make generic functions for adding and removing (inline code was in 3 different places)
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curves etc).
Fixed by adding a 'slope' parameter to curvemap_reset() to mirror curve presets around Y axis.
Also removed curve preset with 'random' icon, wasn't doing what it looked like it should,
this was intended only for hue correct node anyway.
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from Fabian Fricke (frigi)
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RNA_boolean_get: OperatorStrokeElement.flip not found.
flip was renamed to pen_flip but not updated everywhere.
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account yet, should now be consistent with render.
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zoom/pan, so they can be added in customisation. Not sure why these were removed.
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* Changed rotation brush to not scale down the rotation angle; easier to control this way (and works the same as anchored brush rotation.)
Note: rotate brush seems to work much better with USE_ORIGINAL_NORMAL, this should probably be made the default, if not forced on.
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More fixes and cleanups
* Removed unused parameters in vpaint
* Use more of paint stroke in vpaint
* Partial fix of anchored brush in vpaint, doesn't restore colors yet though
* Fixed smooth stroke
TODO:
* Color restore for vpaint
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* Bugfix: don't start until mouse goes over the mesh
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* Moved a bunch more sculpt stroke stuff into paint stroke
* Made all the sculpt stroke UI visible for vpaint too
* Most of sculpt's stroke features work in vpaint now
TODO:
* Drag dot for vpaint
* Anchored for vpaint
* Smooth stroke broken
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2.5 beta release
also uncommented console some code for testing by mistake & remove warning.
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- the __main__ modules namespace was initialized cleanly but left dirty, now restore when finished executing a script incase a module uses this later.
- made the interactive console use the __main__ modules namespace.
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* Fixed a memory leak when deleting multires data
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* More texture refactoring; brush texture symmetry now works properly in sculpt mode again, also works in vpaint now.
TODO:
* Fixed texture mode doesn't work in vpaint
* Anchored brush needs updating
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* Some interface cleanups, should be no functional changes
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win32.
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also uses the final derivedmesh for the coordinates in edit mode.
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Note to testers: if you couldn't see colors or masks before, this should fix it.
* Updated non-VBO drawing for colors; paintmasks and vertex colors should now work OK with VBO disabled (or for OOM condition)
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- __import__("__main__").__dict__ will now always match the current scripts namespace. (which is what pickle expects).
- __builtins__ as a module rather then a dict from PyEval_GetBuiltins() acts slightly differently, use the module to follow python.
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* Fixed going into edit mode losing multires color data
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made were not visible in the other scene in object mode.
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- exceptions in the __init__ functions were not being checked for and segfaulting
- avoid creating a new BPy_StructRNA instance per function call, use the existing one if the type matches.
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artifacts in bump mapping.
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Partial revert for commit r 27946
Empty/axis xyz text is now purely aligned to object space. Previous 3d view matrix manipulation
stuff that I added wasn't correct, and causing more problems than it solved. Perhaps someone
can tweak this later to be fixed size/screen aligned, but for now this is less annoying.
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- opacity seq button was messed up.
- only show opengl preview option in preview window.
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for bpy.utils.clean_name()
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Options panel until they are properly moved in memory to the corresponding places they were in the UI.
Fast Navigate apparently needs to be made an option of the multires modifier
Threaded Sculpt and Show Brush need to be made UserPrefs
Some of these options were removed form UserPref panel without placing them anywhere else in the interface so this commit at least puts them somewhere so they can be used.
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buffer overrun when copying image name.
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* Blur brush works for multires now
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in certain situations
faces were not being checked if they were hidden before adding their internal edges for connected proportional editing.
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* Implemented blur brush for non-multires models
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