Age | Commit message (Collapse) | Author |
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The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
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looks a bit better on all sides of a mesh.
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that are out of bounds.
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- Fixes SDL fullscreen mode for game engine (blenderplayer). Mode switching (resolution changes) not supported yet though.
- Fixes embedded game engine exit.
See patch tracker [#29748].
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resolutions in the blenderplayer on GNU/Linux.
Code ported from Quake 2.
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evaluate kernel, added background shader evaluate.
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without libmv.
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This patch adds a new remeshing modifier. The algorithm is based on
the paper "Dual Contouring of Hermite Data", and the implementation
was contributed to Blender by Dr. Tao Ju.
The contributed code is in intern/dualcon, and was modified to compile
under gcc and work on 64-bit systems. Files not needed for Blender
were removed and a small C wrapper was added in order to interface it
with Blender. The rest of the patch is just standard modifier stuff.
Reviewed by Sergey, code review link:
http://codereview.appspot.com/5491053/
The remesh icon was contributed by Zafio:
http://blenderartists.org/forum/showthread.php?240751-Request-for-modifier-icon/page2.
Thanks to everyone in that thread for the icon proposals and
discussion.
Documentation and examples on the Blender wiki:
http://wiki.blender.org/index.php/User:Nicholasbishop/RemeshModifier
In case the history is needed for anything, check the remesh-modifier
branch of this git repository:
https://gitorious.org/~nicholasbishop/blenderprojects/nicholasbishop-blender
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* Adding hue instead of removing it.
fmod doesn't work as % when it comes to negative numbers:
fmod( 1.3, 1) == 1.3 % 1 == 0.3
fmod(-0.3, 1) != -0.3 % 1
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called a lot, only defined for gcc at the moment.
also some cmake formatting edits.
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after group socket refactoring.
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displaying the window.
This fixes a brief flash of random data on Blender startup on my
system (Ubuntu 11.10, ATI Mobility Radeon HD 5650, Gallium drivers.)
Code review link:
http://codereview.appspot.com/5505071/
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* Added some new integrator parameters to the xml reading.
* Added ability to specify window width/height, if not set it uses film/camera width/height.
* Added back the xml exporter script from cycles branch, with modifications to hock up into the UI. To use it, copy the script into 2.61/scripts/startup.
Note: This is intended for developers for now, but the standalone Cycles app has potential to be used as benchmark for example.
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- rename 'bcycles' --> '_cycles', since this is the python convention when a py module uses a C module internally.
- use macros for returning None
- make with_osl an attribute rather then a function.
- changes methods METH_VARARGS --> METH_O when single args are used.
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* Cycles did not displayed the Scene panels anymore, due to addition of COMPAT_ENGINE to them.
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entirely before moving on to the next.
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replacing the camera visibility flag with object layer flags.
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* Rename shader model to compute capability in error messages.
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the level of ambient occlusion render, shaders still fail. Fixes found with
much help from Jens and Dalai.
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alignment
is working compatible between cpu and gpu.
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accessed on devices.
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scaled camera.
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renderer, for debugging OpenGL issues.
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This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.
Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.
The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
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Node specially useful for Texture correction.
This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
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reviewed by Brecht, with help from Lukas.
Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
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not working.
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access is tried.
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lower than 1.3, since we're not officially supporting these. We're already not
providing CUDA binaries for these, so better make it clear when compiling from
source too.
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