Age | Commit message (Collapse) | Author |
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AVCODEC_MAX_AUDIO_FRAME_SIZE was deprecated and
finally removed from current trunk.
Initial patch by Lawrence D'Oliveiro (ldo) with
own modification, Thanks!
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* Subsurface samples were not taken into account for the Sobol directions table.
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The latest ffmpeg versions include a workaround to deal with a certain
pecularity in Canon DSLR footage: instead of decoding pictures with the
proper resolution of 1920x1080 they decode it with 1920x1088 and add a
black bar at the bottom.
Needless to say, that this screws up things in a lot of areas within blender
(proxy indices, mask animations etc.)
Since all blender versions besides Linux x86 32bit seem still to include
older ffmpeg versions which still contain this bug, this patch adds
a workaround for older versions until we have all versions on all platforms
up to date.
See also: http://git.libav.org/?p=libav.git;a=commit;h=30f515091c323da59c0f1b533703dedca2f4b95d
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bringing this to attention.
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* Patch by Martijn Berger (juicyfruit).
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Materials icons used to miss transparent background
and were using world environment which didn't give
so nice results.
Reviewed by Brecht, thanks!
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external connections of node group nodes were having name clashes with input/output sockets of the same name, leading to invalid cyclic connections in the cycles shader graph that were subsequently removed (prints warnings in terminal). Solution is to use two separate maps for inputs and outputs so group node sockets can safely use the same identifier.
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BLI_scanfill_begin().
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threadcount to logical threadcount of machine
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todo: default should be logical corecount
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enabled
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Custom implementation for resizing (GHOST_SizerWin32)
Some things still don't work:
* esc cancel
* max windows size
* aero (sizing) snap on win7
hbrBackground = 0 to disable clear screen.
Thanks to dfelinto for help in finding of root cause.
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low roughness and same index of refraction.
Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
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contained in a large low poly object very slow, due to failure case of fast
multithread BVH binning. Tweaked parameter now to avoid this.
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patch provided by reporter - Martijn Berger (juicyfruit)
also quiet warnings for headless mode.
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* Revert ui.py changes from r55868, I merged that over manually with tweaks in r55858.
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revision 55847.
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cleanup.
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* Cycles Render layers UI was broken after freestyle merge (changes were not merged). Did manual edits now with some tweaks.
* Some layout fixes for Mask Layer.
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float3 operators (on windows?)
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a bigger
problem where accessing float4 members with [] stops working due to optimizer, will
check that later.
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per render layer samples in addition to the progress bar.
Also fixed job progress bar not working at all on high DPI / retina, was so small
the actual progress was not visible.
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* Change some long "else if" conditions into switch case.
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account specific Renderlayer samples
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output
will not give straight RGB values if the alpha output is used, so that mixing with
a transparent BSDF gives the correct result.
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Issue was caused by some mesa drivers does not support GL_RGBA16F.
Now added check around glTexImage2D to verify whether requested
internal format is actually supported. If not blender will fall
back to non-GLSL image display.
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the same time, due to shared texture cache system.
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non-progressive integrator.
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- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.
- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.
This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.
Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.
- Replaced hack for render result displaying with a bit
different hack.
Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.
This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.
One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.
- As an additional change, byte buffers now also uses
GLSL display transform.
So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
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antialiasing
about number of samples not matching the requested number.
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- Building without OCIO will give correct results again
- If GLSL failed to compile, fallback to glaDrawPixelsAuto
will happen.
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a bit too much work.
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merging code.
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building lookup table.
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now builds with opencollada
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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Apparently C== allowed to have implementations of
OCIOImpl::setupGLSLDraw, OCIOImpl::finishGLSLDraw and
OCIOImpl::freeGLState in two different files.
STUPID!
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older ffmpeg versions.
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