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2011-11-18Cycles: try to avoid NaN pixels with oren nayar. Also small cmake code cleanup.Brecht Van Lommel
2011-11-10Cycles:Brecht Van Lommel
* Add back option to bundle CUDA kernel binaries with builds. * Disable runtime CUDA kernel compilation on Windows, couldn't get this working, since it seems to depend on visual studio being installed, even though for this particular case it shouldn't be needed. CMake only at the moment. * Runtime compilation on linux/mac should now work if nvcc is not installed in the default location, but available in PATH.
2011-11-08Cycles:Brecht Van Lommel
* Disable precompiled cuda binaries, always do at run time * Change preview samples default to 10 * Hide volume panels since they don't do anything yet
2011-10-17use CMake's CUDA_NVCC_EXECUTABLE rather then own hard coded CYCLES_CUDA ↵Campbell Barton
variable.
2011-10-17Cycles:Thomas Dinges
* Auto detection of CUDA toolkit, using FIND_PACKAGE(CUDA). (Requires at least CMAKE 2.8)
2011-10-17Cycles:Thomas Dinges
Add cmake path for the CUDA toolkit (default installation) on windows.
2011-09-01Cycles: OpenCL library is now dynamically loaded so that blender doesn't crashBrecht Van Lommel
if it's not installed on the system. Code copied from clew.h/clew.c in CLCC: http://clcc.sourceforge.net/
2011-08-28Cycles:Brecht Van Lommel
* Add alpha pass output, to use set Transparent option in Film panel. * Add Holdout closure (OSL terminology), this is like the Sky option in the internal renderer, objects with this closure show the background / zero alpha. * Add option to use Gaussian instead of Box pixel filter in the UI. * Remove camera response curves for now, they don't really belong here in the pipeline, should be moved to compositor. * Output full float values for rendering now, previously was only byte precision. * Add a patch from Thomas to get a preview passes option, but still disabled because it isn't quite working right yet. * CUDA: don't compile shader graph evaluation inline. * Convert tabs to spaces in python files.
2011-08-24Cycles:Brecht Van Lommel
* auto/fixed threads option is used now, patch by Thomas. * remove unused CUDA_LIBRARIES, library is dynamically loaded * fix mesh XML export operator for API update
2011-08-16Cycles:Brecht Van Lommel
* add some (disabled) test code for using OpenImageIO in imbuf * link cycles, openimageio and boost into blender instead of a shared library * some cmakefile changes to simplify the code and follow conventions better * this may solve running cycles problems on windows XP, or give a different and hopefully more useful error message
2011-06-30Cycles: OS X build system changes to use lib/ openimageio and boost.Brecht Van Lommel
2011-06-29Cycles: cmake changes to make win32 use lib/windows for boost and openimageio.Brecht Van Lommel
2011-06-28Cycles: attempt to fix OIIO include path on windows.Brecht Van Lommel
2011-06-28Cycles: cmake tweak to make specifying OSL/OIIO path simpler.Brecht Van Lommel
2011-05-27Cycles: fix GLEW library build issue.Brecht Van Lommel
2011-05-04Cycles: some more windows build fixes, based on patch by Francisco De La Cruz.Brecht Van Lommel
2011-05-03Cycles: first batch of windows build fixes, not quite there yet.Brecht Van Lommel
2011-05-01Cycles: build without GLUT test app by default.Brecht Van Lommel
2011-05-01Cycles: fix build issue with Blender includes.Brecht Van Lommel
2011-04-28Cycles: hook up the CMake build system.Brecht Van Lommel
New build instructions for Ubuntu Linux in the wiki: http://wiki.blender.org/index.php/Dev:2.5/Source/Cycles
2011-04-27Cycles render engine, initial commit. This is the engine itself, blender ↵Ton Roosendaal
modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php