Age | Commit message (Collapse) | Author |
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instead it had value 10000.
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a mesh. (OBJ export no longer needs, so save some CPU cycles and skip tessellation)
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* Enable Lamp MIS again, it works on a GTX 570 (which is sm_20) with latest SVN. Tested by vitos1k in IRC:.
Feedback from GTX 580 users would be appreciated on this.
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Reported by "aquo" on IRC.
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Stupid oversight, don't use floats for indices.
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Before 1 was no damping, which is inconsistent with the rest of the
simulation.
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film panel.
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which makes it impossible to toggle from fullscreen to windowed mode
when startup.blend is saved in fullscreen mode.
Reshuffled checks a bit, which is actually makes sense, will investigate
which change caused regression since 2.65a tomorrow.
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Issue was caused by rare cases when camera move happens just after
last sample was finished, this would lead to missing delay reset
because render cycle will go to pause_cond.wait(). No reset will
happen at this point because of some kind of optimization which
checks whether camera is tagged for update and wouldn't do reset
in this case.
Talked to Brecht and seems this optimization is not actually needed
and removing it will solve issue with frozen preview.
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render thread,
and rename ToggleRender to set_resolution to follow RNA conventions.
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after
recent fix.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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* Some more variable cleanup for old texture output.
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'NoneType' object has no attribute 'texture_mapping'
* Issue was caused by a remaining part from the "OUTPUT_TEXTURE" node UI code, from the original Cycles branch.
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without SSE3 support, due to 80 bit precision float register being used for one
bounding box but not the one next to it.
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* Fix for r53689, there are two noise types, signed and unsigned.
Caused Musgrave Texture to render differently compared to SVM backend.
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update to the ubuntu workaround from Shinsuke Irie.
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integrator
with > 1 samples for a lamp.
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triangle primitives
When using triangle primitives this fix enables 'closed tip'.
UVs and vertex colours are added when using triangle primitives for hair.
Two new preset modes have also been included to allow easy access to curves and triangle planes.
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multiple lamps.
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This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/
Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.
P.S. SVN history shall be preserved for the files.
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checking that they are not modified).
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* Added missing define into SConscript file. This also makes r54232 obsolete, so removing this again.
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should (previously would include all monitors).
Now the active monitor size is used on startup.
Currently the cursor position is checked for intersection with the monitor bounds to find the active screen.
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This returns the desktop size, not just the size of the active monitor, useful since this constrains the mouse and we dont have to detect the active monitor (which isn't so straightforward with xlib).
carbon/cocoa are TODO, they still use getMainDisplayDimensions().
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maximize - causing noticeable flicker.
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disabled by default for backwards compatibility.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Integrator
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with multiple windows.
no time to fix now so disabling.
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Issue was caused by cycles trying to find builtin images in a main
database and in case of preview render images are not in database,
they're just referenced by shader node tree.
Now builtin images in cycles have got void* pointer to store data
needed to load builtin images.
In case ob blender session, this pointer will store pointer from
PointerRNA for image datablock and used later to construct Image
class based on this pointer.
This also saves database lookup for final render which is nice :)
Reviewed by Brecht.
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by Shinsuke Irie (irie) with own minor changes.
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preference, but it slows down 3D view rendering to have two renders going so
I rather disable it by default.
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Addition of a RNA function to toggle between the hair settings and rebuild the cache. This enables the usage of the render step, child number and full display percentage with f12 rendering.
A scaling to the strand radius has also been added for the static bvh. This only matches up with dynamic for uniform scaling.
A very small fix is included for multiple uvs/vertex colours when using child particles.
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