Age | Commit message (Collapse) | Author |
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visibility as well
* Now Show Render and Show Viewport flags work independently and correct.
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before this only active scene would be rendered with border.
When do_render_fields_blur_3d() is finished, it'll modify
render's display rect so it'll correspond bordered render
result placed on black backgrund. Actual border is stored
nowhere, which makes it only way to re-calculate disprect
for all other renders used in compo based on source. Not
so big deal actually.
Also needed to modify Cycles a bit, because before this
patch it used border settings from scene being rendered.
Now made it so render data is passing to external engines.
Using a property inside RenderEngine structure for this.
Not best ever design for passing render data, but this
would prevent API breakage. So now external engines could
access engine.render to access active rendering settings.
Reviewed by Brecht, thanks!
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Problem was the new usage of access() on Windows, this doesn't accept X_OK. Also wrapped _waccess so that UTF-8 paths work.
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* More small improvements: return immediately, and use "else if".
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* Avoid some conditional branches for the Noise texture and return immediately.
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which needs ARC
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recent bugfix.
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in some cases.
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FFmpeg is now using S16P sampler for MP3 which is not actually
supported by audaspace, so request for S16 sampler instead.
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thanks Jens Verwiebe for the tests and review.
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to include a few more that gcc is using too.
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getAllDisplayDimensions()
caused bug [#34391] Window position not saving correctly for next start-up
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every call,
better store in static var.
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maintainers should change these to replicate X11 behaviour. Also moved X11 implementation to public methods, just like the IWindow interface. Should fix compilation
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changing the screen resolution wasn't still allowed for larger virtual desktops.
added an exclusive option to ghost so the fullscreen window is ignored by the window manager and we get all events. (common practice for games on X11).
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Comment from Zr says this crashes but looks like this was because there was no check if the function failed to allocate to begin with.
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It's implemented as a separate constraint instead of adding properties
to the existing constraints.
Motors only apply linear and angular impulses and don't limit the
movement of rigid bodies, so it's best to use them in conjunction with
other constraints to limit the degrees of freedom.
Thanks to Markus Kasten (markus111) for the initial patch.
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also free the modes when done.
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Thanks Harley Acheson!
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Campbell Barton (X11) and me (Win32)
This is and old patch (June, 2009). The reason it never made into trunk it's that we (me at least) thought that
it should be optional, as a ui or command-line option.
However, it seems that OSX always have the OpenGL context with alpha enabled. So I think it's consistent to
have the other OSs to follow.
The main usage of this is the BGE (or more specifically people using BGE for TV broadcasting) but I think
pydevs can have their share of fun with it in Blender as well.
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* Cycles: Removed leftover include of "kernel_qbvh.h", which was removed in r51352.
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script.
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* Make Cycles aware of sm_35 (Tesla K20, GeForce GTX TITAN).
The CUDA Toolkit 5.0 is needed for that and this is not officially used yet, but people with access to such cards can start testing. (just build sm_35 kernels).
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* Deprecate computing capability 1.3 (sm_13)
This commit disables auto build of sm_13 CUDA platform, which means that starting with Blender 2.67, we don't support sm_13 devices anymore. It has become difficult to support that and it was already feature incomplete (no render-passes, AO, Multi Closure etc).
It's still possible to manually enable sm_13 for own tests, but building might break in the future.
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* Code cleanup, remove deprecated support_advanced_shading() functions. Left over from r43734.
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* Code cleanup
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meshes and world MIS.
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from Martijn Berger (juicyfruit)
applying since this is only corrects header case which is ignored on windows anyway.
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zoom
Yes, again.
There's some t within which reset is not allowed. This is so no reset happens
too often for performance issues. If camera changes too often, some reset could
be missed because of this timeout.
For now tag engine for update, which will update viewport from blender side.
Proper solution could be to detect such a changes from blender side and tag
cycles for refresh instead of trying to detect changes form cycles, but that's
for later.
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values were breaking the bounding box computation, now they should have no influence.
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* Compile fix when building without OSL.
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properly,
causing memory to increase continuously during animation render.
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