Age | Commit message (Collapse) | Author |
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Correct access to passes, D1779 by @levon.
Also use is_preview attr and use register/unregister functions.
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This expose the capability of handling offscreen drawing. The initial
support lays the barebones for addons to work with framebuffer objects
and implement 3d viewport offscreen drawing. This can be used by script
writers to make fisheye lens preview, head mounted display support, ...
The complete documentation is here: http://www.blender.org/api/blender_python_api_2_76_1/gpu.offscreen.html
Review and many changes by Campbell Barton (thank you :)
https://developer.blender.org/D1533
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This patch attempts to improve and review the documentation of bge.texture, as requested in the [[ http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/GameEngine#Video_Texture | TODO list ]].
More specifically, it
- fixes the rst syntax, including titles of the examples bge.texture.py and bge.texture.1.py;
- adds, standardizes and reviews description of the API elements, particularly signatures, types, etc.
- adds SOURCE_* constants to the doc
- splits the doc into thematical parts (Video, Image, Texture, and Filter Classes, Functions, Constants).
Notes:
- The parameter "mode" of ImageBuff.plot has to be described better. Actually, the whole set of IMB_BLEND_* constants (from IMB_imbuf.h) should be exposed to Python. I'll do that in a future diff, and complete the doc at the same moment (adding those IMB_BLEND_* constants to the Constants part of this doc).
- The option of using webcams in VideoFFmpeg is still particularly not well documented. I am planning to make a proposal about fixing T18634 (and its corresponding TODO in the list) by integrating OpenCV in the BGE (and Blender?). The idea would then probably be to add a new class, f.ex. ImageWebcam, making this functionnality more specialized. So for now I don't think it is worth to document that part much.
This patch fixes T44284 too.
Reviewers: moguri, kupoman, campbellbarton, panzergame, lordloki
Reviewed By: panzergame, lordloki
Subscribers: hg1
Projects: #game_engine, #game_python, #documentation
Maniphest Tasks: T44284
Differential Revision: https://developer.blender.org/D1352
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* Fixing Python example. Behavior has changed with Blender 2.74
* Adding missing return type
* Fixing typo simbolic
* Fixing note for upper/lower limit
* Adding link to constraints constants
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Added conversion to and from exponential map representation. This
representation is useful for interpolation of > 2 quaternions, or in
PD controllers.
Implementation in C functions quat_to_expmap,
quat_normalized_to_expmap, and expmap_to_quat with Python API, unit
tests and documentation.
Added Quaternion.to_exponential_map() and Quaternion(3-vector) to
Python API.
Reviewers: campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1049
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also remove empty class parenthesis
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Originally by Dan Eicher, with my own fixes and adjustments (see patch page for details).
For details there are unit tests and api example usage.
doc/python_api/sphinx-in-tmp/menu_id.png
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Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
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also move foreach_get/set examples into their own py example files (prefer not to have example code built into blenders binary).
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define a menu class first.
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Campell, thx.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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Satoshi Yamasaki aka yamyam, thanks!).
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- cycles ui used 'cscene' for scene.cycles and scene.cycles_curves
- style cleanup
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in a chain.
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some unused imports
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datablock, adding object, linking it to scene and making selected and active.
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also fix example for mesh uv's
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