Age | Commit message (Collapse) | Author |
|
|
|
|
|
waiting in scheduling and worker threads instead of continuous loops with sleep times. This should help reduce unnecessary wait times in Tile.
|
|
- optionally display the histogram as lines (not filled areas).
- expand the enum for faster access.
- keep the sample line displayed after doing the line sample (running again clears).
|
|
generic name and was passed about to many functions.
|
|
crashing due to missing constant value operations for such outputs. The SocketProxyNode now checks connection of the input socket on conversion, so this also simplifies usage of proxy nodes quite a bit.
|
|
|
|
|
|
be constructed explicitly from the node storage pointer.
|
|
The image file name function was updating the iuser->framenr using a supposed cfra parameter. However, the actual cfra is unknown when loading movies or sequences, so the iuser->framenr value itself was passed in its place, leading to incremental addition of the iuser frame offset. Removed the cfra parameter altogether from the image path function. This should instead be done separately if necessary, it's not an inherent part of constructing the image file name.
|
|
|
|
|
|
|
|
|
|
|
|
the type or explicitly casting).
|
|
|
|
floats were not correctly checked for.
|
|
|
|
|
|
|
|
consistantly
|
|
rna->constraint.c
|
|
* All references to old textures should now be finally removed.
|
|
|
|
* Some code cleanup, removed old enums, which are not used anymore.
* Some renaming for consistency and to match new texture names.
|
|
* Removed a workaround for the NodeType enum, uses consecutive values now.
I could not find issues with CUDA, when compiling with Toolkit 4.2 (all sm kernels) and regression files rendered fine on my GPU with sm_21.
|
|
Actually was causes by error in RNA bindings which lead to empty reconstruction
returned for cameraObject.reconstruction.
|
|
render while frame is grayscaled.
Also corrected some typos in movieclip.
|
|
|
|
just as it happens with curve view.
|
|
|
|
information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).
Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
|
|
Remove Jamfiles and other unused files that stuck around during previous updates.
Add patches for local changes to the patches directory.
Update readme.txt, it had outdated infromation.
|
|
Also rename fluid panels to be more consistent with other simulations
|
|
several layers
Added option which changes match policy from exact match and shared layers when
selecting objects by layer.
|
|
minor changes.
|
|
delete, select- etc).
|
|
===================================================================
--- source/blender/gpu/intern/gpu_draw.c (revision 47568)
+++ source/blender/gpu/intern/gpu_draw.c (working copy)
@@ -230,11 +230,12 @@
Image *ima, *curima;
int domipmap, linearmipmap;
+ int texpaint; /* store this so that new images created while texture painting won't be set to mipmapped */
int alphablend;
float anisotropic;
MTFace *lasttface;
-} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, -1, 1.f, NULL};
+} GTS = {0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 1, 0, 0, -1, 1.f, NULL};
/* Mipmap settings */
@@ -256,7 +257,7 @@
static int gpu_get_mipmap(void)
{
- return GTS.domipmap;
+ return GTS.domipmap && !GTS.texpaint;
}
static GLenum gpu_get_mipmap_filter(int mag)
@@ -730,6 +731,8 @@
if (!GTS.domipmap)
return;
+ GTS.texpaint = !mipmap;
+
if (mipmap) {
for (ima=G.main->image.first; ima; ima=ima->id.next) {
if (ima->bindcode) {
|
|
|
|
|
|
|
|
* Uncomment COM_OPENCL_ENABLED from COM_defines.h to test
|
|
vertices
Now bevelled splines shall work in the same way as meshes.
|
|
Crash was introduced by own refactoring of poll functions in clip editor.
|
|
Actually there were two different issues involved here:
- Recently enabled Smooth modifier wasn't actually designed for curves, so
it in fact requires a bit bigger work to make it working.
For now added check for object's typy in this modifier and if it's not
mesh, it wouldn't try to use edges.
The reason why it worked in 3d viewport is that creating DM from curve while
displist is still ocntrcuting for would result in empty CDDM and that leads to
not taking edges into account, only vertexCos passed to modifier would be used.
This makes it behaving a bit differently from if it was a mesh, but still gives
quite reasonable result. Would leave actual fix for a guy who enabled smooth
modifier.
- Another issue is related on ensuring sculpt mask layer after applying modifier.
This shall happen only for meshes.
|
|
One side of change is related on making code easier to follow, due it started
being quite messy because of all in-lined mode/view checks. Now there's a bit
of code duplication, but it's much easier to see what's going on there.
Another side of patch is related on re-arranging elements in header in a way
that follows rule "depending elements are placed after elements they depends on".
This might be a bit against mostly-used-based elements placement, but now it's
much easier to figure out where to add new option. Also it fits better other
blender's areas such as image editor header, i.e.
|
|
instead
|
|
|
|
|