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2005-05-24added font.c and font.h to MSCV6 projectJens Ole Wund
2005-05-23fix for #2592Jean-Luc Peurière
Ken Hughes found the solution.
2005-05-23Moved a line containing a declaration and initialization to the top of the ↵Johnny Matthews
block, so that blender would compile. Sorry if this steps on any toes. Johnny
2005-05-23Just putting a reminder into IMB_imbuf_types.h in case my mails to the listAlexander Ewering
got ignored, and for future reference ;) If you change struct ImBuf, copy it over to the plugin API!
2005-05-23Second and final commit for this version of the yafray export code ↵Alfredo de Greef
(probably, you never know of course...) Not quite complete, but due to lack of time as good as it will get for now. From the previous commit, forgot to report that basic fog is supported as well. Though because I had not much time to complete the code, it is sort of unfinished, and you will have to tweak parameters specifically for yafray again. It uses only the world horizon color, and only uses the Blender mist distance setting. Textures now support checker clip mode. Fixed possibly all 'duplilist non-empty' errors, though it could hide the real cause of the error. AA is no longer enabled automatically for certain GI quality settings, I thought it best to leave it to the user to decide. SkyDome GI mode now supports cache as well. There is a new option in the GI quality menu 'Use Blender AO settings', which will as it says use the most important AO settings for the skydome parameters. The only AO parameters used are 'Samples', 'Dist' and the random sampling switch, which unlike in Blender you might want to use more often, since the QMC sampling used in yafray can result in visible patterns or a dithering type look. 'Random' is not completely random in yafray however, it is actually jittered (stratified) sampling. Using an occlusion cache, doesn't necessarily mean that you will always get much shorter render times. As with 'full' GI and cache, one problem is bumpmaps, when using bump (or normal) maps, the sampling will be much more dense, using lots more rendertime. As a temporary fix there is a button 'NoBump', but this also has the side effect that in areas of total indirect light (or when used with SkyDome cache) no bumpmapping will be visible. It is therefor best used with some direct light as well. For SkyDome with cache, and strong bumpmapping it might actually not make much difference, since for low distance values you can usually get away with low sample values as well. The entire material panel is now replaced by another panel to show only the parameters important to yafray and add some new ones as well. Since lots of users (especially yafray beginners) have had problems getting certain material aspects right, there is now a material preset menu available to hopefully solve some of the most common "How do I do this? It doesn't work!" questions seen in various forums. Choosing an option from this menu will set the required parameters to default values for yafray, and you can work your way from there to tweak it something you want. Most buttons are copies of the same Blender parameters, with some variations. Just like Blender 'Ray Mirror' enables reflection, 'Ray Transp' enables refraction. You can use 'ZTransp' for materials that have texture maps with alpha channels. Again, same as Blender 'rayMir' sets the amount of reflection. Next button 'frsOfs' however controls fresnel offset, meaning that when this is set to 1, you will get no fresnel effect and when set to 5, reflection is totally determined by fresnel, which is important for realistic glass/metals/etc. IOR is self-explanatory (...), same as Blender. When you have 'Ray Transp' enabled, the blender 'filter' button will appear next to the IOR button. This has the same effect as in Blender. Below that there are some new parameters, 'Ext.Color' sets the extinction color for transparent materials. Usually, in real transparent materials, light loses some of it's energy the further it has to travel through the object. This effect can be simulated with this parameter. Thing to look out for is that it specifies the color which will be REMOVED after traveling through the object. What this means is that say you have a clear white glass sphere, and set the extinction color to a strong blue, the result will be a very yellow object when rendered. Next to the color sliders, there is another set of three parameters, with which you can enable color dispersion for transparent objects. 'Pwr' sets the amount of dispersion, the higher, the more dispersion (the more colorful the result). (For real world materials, this number can be found or derived from data in various glass catalogues) The 'Samples' button below that sets the number of samples used, minimum values are around 7-10, and for very strong dispersion you might need a lot more. As usual, this also means an increase in render time of course, but to simulate realistic materials, you shouldn't really need more than 25 samples. In addition to that, when using low sample numbers, but to still get a good spread of colors, you can enable the jitter button, but this will also add noise. Point/soft(point with shadowbuffer) or sphere lights (light with radius), have a new option to add a simple glow effect, so that lights can be made visible. NOTE: just like spotlight halo's, glow is not visible against the background, there must be another object behind it. Simplest solution is to use a large black shadeless plane behind your scene. The glow intensity can be set with the 'GlowInt' parameter (use very low values around 0.01 even lower), and you can choose from two different types with the 'GlowType' button (which don't look much different, but type 1 is probably better, type 0 faster). And that's it, with apologies for the still missing features and full support in general, but this will have to do for now.
2005-05-22 - stiffness circle of MetaElem isn't paint in Object mode nowJiri Hnidek
2005-05-22Scripts: updated Bart's (thanks) vrml97 and x3d exporters, adding also doc ↵Willian Padovani Germano
link to the script's web page and commenting out two uneeded prints in each script.
2005-05-22Rename Image.getPixel() to .getPixelF() as per discussionStephen Swaney
to match OpenGl conventions and prepare for integer versions.
2005-05-22Roll back changes from Big Mathutils Commit on 2005/05/20.Stephen Swaney
2005-05-22Local constraint uses center mode again. This fixes a bug in the tracker, ↵Martin Poirier
wasn't really a "bug", but anyway...
2005-05-22BPython bug fixes:Willian Padovani Germano
- bug #2033 reported by Ken Hughes: Vertices of mesh parented to lattice is scaled incorrectly: https://projects.blender.org/tracker/?func=detail&aid=2033&group_id=9&atid=125 - bug #2211 reported by German Alonso Tamayo (servivo): Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 (#2211's hang was already fixed with previous commit, but this way should work better) - doc updates (Ken reported missing info about Render slinks, thanks).
2005-05-22late night commit:Stefan Gartner
* build blenderplayer on linux/ppc * fix 'make clean' for darwin
2005-05-22fix for bug #2588Jean-Luc Peurière
objects with circular dependancies where not handled correctly when sorting bases. the fix is actually a workaround only and may evolve later also add changes to xcode project for recent commits
2005-05-22Part one of the final yafray commit.Alfredo de Greef
Totally updated blender shader in yafray, hopefully better matches blender results. Though ramps are now partially supported, they cannot work in all cases properly in yafray, and in fact are a bit useless probably as far as yafray is concerned. In fact the 'Result' ramp input mode is not supported at all, because it works on the total lighting result, and in a yafray shader this is not possible since it works per light. Also, since Blender and Yafray have totally different lighting models, the 'Energy' ramp input mode also won't generally give the same results as in Blender, since it works with light energy and in yafray this is different from Blender. Even worse, the only ramp shader that will work properly when used with GI is the 'Normal' ramp input mode. As contradictory as this might seem, at various stages of the GI process, lighting is not known, so properly getting light (ramp 'energy' mode) or shader information (ramp 'shader' mode, which depends on lighting) is not possible. Which all means that when the ramp is in 'energy' or 'shader' mode and using it with GI enabled, yafray can only 'see' the underlying material color, not the ramps, which results in a mix of the ramp colors (from direct light) with the material color (from indirect light). There is currently nothing that can be done about that. The supported texture mapping modes now includes raymir as well, transparency as far as texturing is concerned now works similar to Blender, with the exception that you still have to set alpha to a low value to get any transparency effect at all in yafray. So the Blender 'filter' parameter now also will affect yafray. All texture blending modes are now supported (same for ramps). 'Translu' and 'Amb' texture modulation are not supported. Texture interpolation can be switched off ('InterPol' switch in blender image texture button section). All Blender brdf models (aka 'shaders' for the Blender users) are now supported, and again, you won't necessarily get the same results as in Blender. The reason for that is partially of course the lighting differences, but also, not all Blender 'shader' implementations are actually correct, and copying those errors just for the sake of matching Blender results doesn't really seem like a good idea... Though this really is only the case for WardIso, less so for Minnaert and Blinn, which in yafray are more or less (but not totally) a copy of the Blender code. In any case, in practice those differences might not be too noticable at all (I hope). Continue to the next part...
2005-05-22Matrix_Determinant() was returning its input arg rather thanStephen Swaney
the determinant. bugfix via LetterRip.
2005-05-21Ipo doc update. Contributed by Ken Hughes.Stephen Swaney
2005-05-21O_BINARY define for unix compilersJoseph Gilbert
2005-05-21Bug fix #2591Ton Roosendaal
Dependency issue... could solve it by calling an extra where_is_object when a displaylist is made for vertex-parenting on deformed objects.
2005-05-20-rewrite and bugfixesJoseph Gilbert
---------------------------------- Here's my changelog: -fixed Rand() so that it doesn't seed everytime and should generate better random numbers - changed a few error return types to something more appropriate - clean up of uninitialized variables & removal of unneccessary objects - NMesh returns wrapped vectors now - World returns wrapped matrices now - Object.getEuler() and Object.getBoundingBox() return Wrapped data when data is present - Object.getMatrix() returns wrapped data if it's worldspace, 'localspace' returns a new matrix - Vector, Euler, Mat, Quat, call all now internally wrap object without destroying internal datablocks - Removed memory allocation (unneeded) from all methods - Vector's resize methods are only applicable to new vectors not wrapped data. - Matrix(), Quat(), Euler(), Vector() now accepts ANY sequence list, including tuples, list, or a self object to copy - matrices accept multiple sequences - Fixed Slerp() so that it now works correctly values are clamped between 0 and 1 - Euler.rotate does internal rotation now - Slice assignment now works better for all types - Vector * Vector and Quat * Quat are defined and return the DOT product - Mat * Vec and Vec * Mat are defined now - Moved #includes to .c file from headers. Also fixed prototypes in mathutils - Added new helper functions for incref'ing to genutils - Major cleanup of header files includes - include Mathutils.h for access to math types - matrix.toQuat() and .toEuler() now fixed take appropriate matrix sizes - Matrix() with no parameters now returns an identity matrix by default not a zero matrix - printf() now prints with 6 digits instead of 4 - printf() now prints output with object descriptor - Matrices now support [x][y] assignment (e.g. matrix[x][y] = 5.4) - Matrix[index] = value now expectes a sequence not an integer. This will now set a ROW of the matrix through a sequence. index cannot go above the row size of the matrix. - slice operations on matrices work with sequences now (rows of the matrix) example: mymatrix[0:2] returns a list of 2 wrapped vectors with access to the matrix data. - slice assignment will no longer modify the data if the assignment operation fails - fixed error in matrix * scalar multiplication - euler.toMatrix(), toQuat() no longer causes "creep" from repeated use - Wrapped data will generate wrapped objects when toEuler(), toQuat(), toMatrix() is used - Quats can be created with angle/axis, axis/angle - 4x4 matrices can be multiplied by 3D vectors (by popular demand :)) - vec *quat / quat * vec is now defined - vec.magnitude alias for vec.length - all self, internal methods return a pointer to self now so you can do print vector.internalmethod() or vector.internalmethod().nextmethod() (no more print matrix.inverse() returning 'none') - these methods have been deprecated (still functioning but suggested to use the corrected functionality): * CopyVec() - replaced by Vector() functionality * CopyMat() - replaced by Matrix() functionality * CopyQuat() - replace by Quaternion() functionality * CopyEuler() - replaced by Euler() functionality * RotateEuler() - replaced by Euler.rotate() funtionality * MatMultVec() - replaced by matrix * vector * VecMultMat() - replaced by vector * matrix - New struct containers references to python object data or internally allocated blender data for wrapping * Explaination here: math structs now function as a 'simple wrapper' or a 'py_object' - data that is created on the fly will now be a 'py_object' with its memory managed by python * otherwise if the data is returned by blender's G.main then the math object is a 'simple wrapper' and data can be accessed directly from the struct just like other python objects.
2005-05-20Manipulators now draw on location of optimal subsurf vertices. LooksTon Roosendaal
nicer, but be aware that these locations are 'virtual', derived from the actual Mesh Cage vertices you don't see. Normal transform (and actual transform with Manipulators) remains on the original vertices, which also shows with dashed line towards pivot on scale/rotate.
2005-05-20Different drawing code for darkened part in TimeLine window, to indicateTon Roosendaal
the start/end frame. It uses a GL_BLEND which doesnt work nice for darker backdrops. Now it uses ThemeColorShade() which does it OK.
2005-05-20* Check path for NULL. Fixes potential crash on non-win32 systems at ↵Nathan Letwory
startup, but also future passes of null.
2005-05-20This commit fixes two related issues:Nathan Letwory
1: * when a blendfile gets loaded, paths are corrected with OS specific slashes (see blender.c) * made available BLI_char_switch(char *string, char from, char to) * made available BLI_clean(char *string);. This function should be called whenever you're doing path stuff, so paths are correctly saved, and thus avoiding other path functions stopping to work 2: * relative paths work now in sequencer too (due to slash mess that didn't work all too well).
2005-05-20corrections and missing ipo channels for Camera, World, MaterialStephen Swaney
and Lamp. Contributions from Ken Hughes.
2005-05-20Two softbody thingies;Ton Roosendaal
- fixed error in option "Enable Goal" which didn't work with Vertex groups assigned - renamed some buttons & fixed tooltips. A doc online will be there soon
2005-05-20Fix for TimeLine "Play" with sound-sync set.Ton Roosendaal
Added check for audiostream_pos() - which should return current frame corrected for audio playback - to be at least 1 frame larger than current frame. It caused in some situations even a backwards playback!
2005-05-20Bugfix reported by Basse; adding a new strip in Sequencer didn't initializeTon Roosendaal
the sequence "Mult" value properly when the "Properties" Panel was open. That resulted in images displaying black...
2005-05-20BPython: bug fixes / patches from trackersWillian Padovani Germano
(excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated
2005-05-20Pressing ESC now stops 'animated UI playback' too. It doesnt conflict withTon Roosendaal
ESC for other situations... so might work well after all.
2005-05-19Made TimeLine "Play" also play sound and synchronize with it. Added theTon Roosendaal
feature with a header button. Works like audio playback on ALT+A, meaning you have to add the audio strips in Sequencer. The 'only sync' option for ALT+A doesn't work here. Also: fixed crash on ESC in audio playback in sequencer.
2005-05-19Back to the Future bugfix!Ton Roosendaal
When a new space (window) type gets added, older Blender binaries will crash on reading files saved with such spaces. This breaks the so nice upward compility on files... With addition of SpaceTime I got an occasion to verify & fix that. If Blender detects a non-existant space it will degrade it to a 3D window now. Tested on a full 2.34 compile.
2005-05-19I've decided to not include this Zblur implementation in the release.Ton Roosendaal
It fails in all criticial tests, not to mention the confusing UI even. :) Code is still there, just the options for zblur are removed now, and Output Panel restored. Belongs actually as an effect in the Sequencer, nice todo for a next release.
2005-05-19Fix MMB code again. (I'm near the "set an accronym for that so it's shorter ↵Martin Poirier
to time next time" phase...) This time, probably for good since I've really tested it through and the z factor used there never gives overflow and is correctly calibrated with both the real zfac and the zoom level.
2005-05-19text editor patch by antihc3.Stephen Swaney
fixes 'Memoryblock free: attempt to free NULL pointer' errors.
2005-05-19fixed it sending null to MEM_freeNJoilnen Leite
.
2005-05-19fix a little mem leakJoilnen Leite
.
2005-05-19On start vertexpaint of subsurf, the initialized vertex colors were wrong.Ton Roosendaal
It tries to use the shaded colors, but these are from the subsurfed mesh. Didn't feel like hacking here, so for this case colors are initialized as black.
2005-05-19Bug fix #2585Ton Roosendaal
Separate All Loose Parts crashed with subsurf on. Just copied the fix from Separate itself, by Daniel last week. Yes, its a nasty piece of code... :)
2005-05-19Bug #2583Ton Roosendaal
Pulldown Mesh in editmode didn't allow to set Proportional edit. Also the name 'Sphere' for proportional mode was missing.
2005-05-18Bug #2582Ton Roosendaal
This combo didnt render OK: 1 Armature has Empties parented to Bones 2 Curve has these Empties as Hooks 3 Mesh is deformed with this Curve Could be solved with calling makeDispList() earlier on, and it seems like the depgraph already does a great job here. :)
2005-05-18Bug fix #2577Ton Roosendaal
With rendering a border, the amount of scanlines can be 'odd', which wasn't checked for correctly on OSA thread render.
2005-05-18Bugfix #2576Ton Roosendaal
The ALT+F "Beauty Fill" could crash, for example on the already legendary monkey head CTRL+T,J test. :) Found out there was a necessary check for edge/face selection flags missing
2005-05-18Bug fix #2578Ton Roosendaal
My fix to make subloops more idling was not needed in the case for drawing the knife cut 'mouse trail'. This uses a proper qread() which has a wait builtin for events.
2005-05-18Fixing MMB selection code for good.Martin Poirier
zfac needed to be inverted to be used properly. Works for extreme close ups and extreme zoom out.
2005-05-18add python 2.4ish macro Py_RETURN_NONE.Stephen Swaney
does incref and returns Py_None.
2005-05-17No cvs freeze msg yet, so thought I could go with a last minute new script:Willian Padovani Germano
Scripts: - license info for camera changer (thanks Tom for pointing), made it GPL since it's stricter and so can be "downgraded" w/o problems, but emailed the author to confirm and if necessary will fix before release. - adding Discombobulator by Evan J. Rosky (in Mesh menu): http://evan.nerdsofparadise.com/programs/discombobulator/index.html This is a fun script to play with, giving quite interesting results. It's good for that "high-tech" look in buildings, spaceships and walls. Thanks Evan for contributing it. GUI should have further updates in the future, like an added "horizontal" layout. (Note: ignore mention in its online docs of a problem with edit mode, the script was fixed.)
2005-05-17BPython:Willian Padovani Germano
- fixing bug reported by Paolo Colombo: space handler slinks set for a 3d view were not set when the area got maximized; - Blender.Object: added object.isSB() method to know if an object is a soft body (has ob->soft != NULL). Used in fixfromarmature.py. Scripts: - updates: batch_name_edit (Campbell), fixfromarmature (JMS); - additions: X3D exporter by Bart; Envelope Suite by Jonas Petersen; BVH 2 Armature by Jean-Baptiste Perin; Camera Changer by Regis Montoya (3R); Interactive Console by Campbell (ideasman). - tiny updates in other scripts.
2005-05-17Unitialized variable in resize function.Martin Poirier
Was caused by a previous commit, disabling Element Center mode for edit mode, since it's not working properly yet. Fixing bug #2558: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2558&group_id=9
2005-05-16- updates to MSVC7 projectfiles for recent (and past) changesJoseph Gilbert
2005-05-16Transform MMB code fixing Ton's last fix.Martin Poirier
His fix was good, except that it switched to project_float instead of project_short, and that's not good because we're renormalizing the vector after that, which maximizes the float errors. Since it's scalling the axis anyway with the zfac method, it can use project_short safely (I tested it with the bug tracker file that triggered the fix in the first place).