Age | Commit message (Collapse) | Author |
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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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- cleanup for wintab library headers
- properly define BF_WINTAB and BF_WINTAB_INC
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- math.h doesn't include #define M_PI by default (_USE_MATH_DEFINES needs to be defined)
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the hard work getting it all set up first! The tilt values still aren't being used anywhere in Blender (yet? :) but at least now the data is there reliably and consistently across platforms.
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On X11, make the table device name check case insensitive.
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boolop and bsplib cleanup
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they are not used anymore in the new image paint code.
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duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.
Not counting the removed files, -1501 lines of code, not too bad :)
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then relatively)
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Kent
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on Windows
Basic support for normal pressure sensitivity is implemented, adding other features like tilt etc. shouldn't be too difficult, now that basic support is there.
Tested with WACOM Volito on Windows XP using the pressure sensitivity with texture paint to change size of the brush .
Added additional include dir to scons, and MSVC 7 project files - other build systems might have to be updated.
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#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
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Boolean crashed when using vertexcolors or UVs. The fix is disputable... it
just always returns a valid char * for "face vertex material", whatever
that may be... this fix seems not to break anything.
Also moved the report to Todo tracker, with message:
-> Need new Boolean maintainer!
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mallocn.c check malloced memory before using it.
ssp_blas2.c free memory that wasn't but should have been.
Kent
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Check to make sure BOP_newEmptyMesh returns a mesh before trying to use it.
Kent
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This one is just a simple test to make sure a malloc works before using
the variable allocated.
Kent
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problems reported by klockwork.com who was very nice and has offered to
provide free source code analisys for us.
This one deals with freeing memory for an object when there is an
error. (The function allocated memory intending to return it but
then ran into problems, and was forgetting to free it before it returned
NULL)
Kent
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* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users).
Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due
to this.
- this commit also has a few whitespace changes and
- made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
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maintenance work:
- added missing files in blenkernel
- updated Bullet in extern
- Python: SurfNurb.c
- removed compile and dependency of PHY_Ode
- made blenderplayer compile again (had to add pthreads lib)
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Kent
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Experimental boolean tool optimization: for very large meshes a significant
amount of time is spend performing linear searches of edges. This patch
implements a "hash" table (really more of a bucket table) to narrow the
search space.
If someone should need to disable this, just remove the "#define HASH" at
the beginning of BOP_Mesh.h
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module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.
There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
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of the fluidsim can now be disabled with the
flag: BF_NO_ELBEEM='true', e.g. for irix systems.
(The number of ifdefs from the original
patch was reduced, and the defines are now
only necessary when elbeem is switched off.)
- particle generation option is available again
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- slightly improved and optimized
handling of moving obstacles
- cleanup of debug messages and minor fixes
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open the tablet and friends up....
Basically the issue this fixes is this. On my linux machine at
work someone setup a generic xorg.conf file that defines all
kinds of devices (a tablet and other stuff) which are not on my
machine. So blender was exiting when it tried to open the tablet
and failed. Now it doesn't.... :)
I also did some very minor reformatting... (replaced parts that had spaces
with tabs)
Kent
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This is 'ported' from Nicholas Bishop's sculpting GSoC tree. I'm bringing it
over now so a) it can be there for when lukep does his GHOST refactor b) it's
something that GHOST should have anyway, particularly now there's interest in
painting tools and c) it's missing support in Windows, so hopefully now some
enterprising Windows coder can add that more easily in the main bf tree.
Right now X11 and Mac OS X are supported. I added and can maintain the Mac OS X
part, but I'm not familiar with the Xinput stuff, which Nicholas wrote. Both
X11 and Mac are collecting active device and pressure, and Mac is also
collecting x and y tilt data. Up to coders how they want to use this info! :)
Although the data's coming in, I haven't actually made this do anything. I
thought it best to leave it to brecht to figure out what he wants to do with the
painting stuff, and I wonder what other interesting uses there could be for it
(proportional edit?). I'll write implementation details in a separate mail to
the committers list.
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(I have one small problem with linking python's static library but
other than that this should work)
Kent
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malloc, and vice versa.
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there was a wrong divisor for memory estimate
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Matches the example of the other intern/*/Makefile libraries.
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- patch from Douglas with endian fixes
- Makefile adds static libiconv.a from lib/
- this version will use OpenEXR libs from lib/ too, and is latest release
with threading support
- openAL is missing, added it as default to not include it
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- Assert was causing blender to crash on non-manifold meshes with a decimation
modifier. Even in a debug build, there's no reason to crash blender then,
because the modifier handles this ok and displays a warning message.
Part of the problem is NDEBUG not being set in scons/linux for release builds,
but always enabled for makefiles even in debug builds.
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- commiting fixes for vc8
- updating projects for added files
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nobody noticed it was broken for 3 month ;)
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and to prevent surface flickering near obstacle sides
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"Swaps left and right bytes of small cursors for Carbon on Intel."
This fixes garbled cursors on Intel Mac builds. Tested on my G4 too and it works fine.
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obstacle fluid surface generation bug
- also contains some code clean ups
and safer initializations
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(surface mesh structs werent handled correctly,
copying is now done in a new function)
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